Cataclysm BN
Character Class Referenceabstract

#include <character.h>

Inheritance diagram for Character:
Creature visitable< Character > player avatar npc standard_npc

Classes

struct  comfort_response_t
 
struct  has_mission_item_filter
 
struct  trait_data
 

Public Types

enum class  comfort_level {
  impossible = -999 , uncomfortable = -7 , neutral = 0 , slightly_comfortable = 3 ,
  comfortable = 5 , very_comfortable = 10
}
 
enum  water_tolerance { WT_IGNORED = 0 , WT_NEUTRAL , WT_GOOD , NUM_WATER_TOLERANCE }
 
using trap_map = std::map< tripoint, std::string >
 
- Public Types inherited from Creature
enum  Attitude : int { A_HOSTILE , A_NEUTRAL , A_FRIENDLY , A_ANY }
 Simplified attitude towards any creature: hostile - hate, want to kill, etc. More...
 

Public Member Functions

 Character (const Character &)=delete
 
Characteroperator= (const Character &)=delete
 
 ~Character () override
 
Characteras_character () override
 
const Characteras_character () const override
 
character_id getID () const
 
void setID (character_id i, bool force=false)
 
field_type_id bloodType () const override
 
field_type_id gibType () const override
 
bool is_warm () const override
 
bool in_species (const species_id &spec) const override
 
const std::string & symbol () const override
 
virtual int get_str () const
 Getters for stats exclusive to characters. More...
 
virtual int get_dex () const
 
virtual int get_per () const
 
virtual int get_int () const
 
virtual int get_str_base () const
 
virtual int get_dex_base () const
 
virtual int get_per_base () const
 
virtual int get_int_base () const
 
virtual int get_str_bonus () const
 
virtual int get_dex_bonus () const
 
virtual int get_per_bonus () const
 
virtual int get_int_bonus () const
 
int get_speed () const override
 
virtual int ranged_dex_mod () const
 
virtual int ranged_per_mod () const
 
virtual void set_str_bonus (int nstr)
 Setters for stats exclusive to characters. More...
 
virtual void set_dex_bonus (int ndex)
 
virtual void set_per_bonus (int nper)
 
virtual void set_int_bonus (int nint)
 
virtual void mod_str_bonus (int nstr)
 
virtual void mod_dex_bonus (int ndex)
 
virtual void mod_per_bonus (int nper)
 
virtual void mod_int_bonus (int nint)
 
void print_health () const
 
virtual int get_healthy () const
 Getters for health values exclusive to characters. More...
 
virtual int get_healthy_mod () const
 
virtual void mod_healthy (int nhealthy)
 Modifiers for health values exclusive to characters. More...
 
virtual void mod_healthy_mod (int nhealthy_mod, int cap)
 
virtual void set_healthy (int nhealthy)
 Setters for health values exclusive to characters. More...
 
virtual void set_healthy_mod (int nhealthy_mod)
 
int get_stored_kcal () const
 Getter for need values exclusive to characters. More...
 
int max_stored_kcal () const
 
float get_kcal_percent () const
 
int get_thirst () const
 
std::pair< std::string, nc_colorget_thirst_description () const
 
std::pair< std::string, nc_colorget_hunger_description () const
 
std::pair< std::string, nc_colorget_fatigue_description () const
 
int get_fatigue () const
 
int get_sleep_deprivation () const
 
std::pair< std::string, nc_colorget_pain_description () const override
 
virtual void mod_stored_kcal (int nkcal)
 Modifiers for need values exclusive to characters. More...
 
virtual void mod_stored_nutr (int nnutr)
 
virtual void mod_thirst (int nthirst)
 
virtual void mod_fatigue (int nfatigue)
 
virtual void mod_sleep_deprivation (int nsleep_deprivation)
 
virtual void set_stored_kcal (int kcal)
 Setters for need values exclusive to characters. More...
 
virtual void set_thirst (int nthirst)
 
virtual void set_fatigue (int nfatigue)
 
virtual void set_sleep_deprivation (int nsleep_deprivation)
 
void mod_stat (const std::string &stat, float modifier) override
 
m_size get_size () const override
 Get size class of character. More...
 
void recalculate_size ()
 Recalculate size class of character. More...
 
std::string disp_name (bool possessive=false, bool capitalize_first=false) const override
 Returns either "you" or the player's name. More...
 
std::string skin_name () const override
 Returns the name of the player's outer layer, e.g. More...
 
virtual factionget_faction () const
 
void set_fac_id (const std::string &my_fac_id)
 
int effective_dispersion (int dispersion) const
 
std::vector< aim_typeget_aim_types (const item &gun) const
 
std::pair< int, int > get_fastest_sight (const item &gun, double recoil) const
 
int get_most_accurate_sight (const item &gun) const
 
double aim_speed_skill_modifier (const skill_id &gun_skill) const
 
double aim_speed_dex_modifier () const
 
double aim_speed_encumbrance_modifier () const
 
double aim_cap_from_volume (const item &gun) const
 
double aim_per_move (const item &gun, double recoil) const
 
double recoil_vehicle () const
 Get maximum recoil penalty due to vehicle motion. More...
 
double recoil_mode () const
 
double recoil_total () const
 Current total maximum recoil penalty from all sources. More...
 
float get_dodge_base () const override
 Combat getters. More...
 
float get_hit_base () const override
 
float get_dodge () const override
 
const tripointpos () const override
 
int sight_range (int light_level) const override
 Returns the player's sight range. More...
 
int unimpaired_range () const
 Returns the player maximum vision range factoring in mutations, diseases, and other effects. More...
 
bool overmap_los (const tripoint_abs_omt &omt, int sight_points)
 Returns true if overmap tile is within player line-of-sight. More...
 
int overmap_sight_range (int light_level) const
 Returns the distance the player can see on the overmap. More...
 
int clairvoyance () const
 Returns the distance the player can see through walls. More...
 
bool sight_impaired () const
 Returns true if the player has some form of impaired sight. More...
 
bool has_alarm_clock () const
 Returns true if the player or their vehicle has an alarm clock. More...
 
bool has_watch () const
 Returns true if the player or their vehicle has a watch. More...
 
void action_taken ()
 Called after every action, invalidates player caches. More...
 
bool is_on_ground () const override
 Returns true if the player is knocked over or has broken legs. More...
 
int swim_speed () const
 Returns the player's speed for swimming across water tiles. More...
 
void add_miss_reason (const std::string &reason, unsigned int weight)
 Adds a reason for why the player would miss a melee attack. More...
 
void clear_miss_reasons ()
 Clears the list of reasons for why the player would miss a melee attack. More...
 
std::string get_miss_reason ()
 Returns an explanation for why the player would miss a melee attack. More...
 
void regen (int rate_multiplier)
 Handles passive regeneration of pain and maybe hp. More...
 
void enforce_minimum_healing ()
 
itembest_quality_item (const quality_id &qual)
 get best quality item that this character has More...
 
virtual void update_health (int external_modifiers=0)
 Handles health fluctuations over time. More...
 
void update_body ()
 Updates all "biology" by one turn. More...
 
void update_body (const time_point &from, const time_point &to)
 Updates all "biology" as if time between from and to passed. More...
 
void update_stomach (const time_point &from, const time_point &to)
 Updates the stomach to give accurate hunger messages. More...
 
void update_needs (int rate_multiplier)
 Increases hunger, thirst, fatigue and stimulants wearing off. More...
 
needs_rates calc_needs_rates () const
 
void check_needs_extremes ()
 Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings. More...
 
bool is_hibernating () const
 Returns if the player has hibernation mutation and is asleep and well fed. More...
 
void update_bodytemp (const map &m, const weather_manager &weather)
 Maintains body temperature. More...
 
void temp_equalizer (const bodypart_id &bp1, const bodypart_id &bp2)
 Equalizes heat between body parts. More...
 
comfort_response_t base_comfort_value (const tripoint &p) const
 Rate point's ability to serve as a bed. More...
 
int blood_loss (const bodypart_id &bp) const
 Define blood loss (in percents) More...
 
void reset_bonuses () override
 Resets the value of all bonus fields to 0. More...
 
void reset_stats () override
 Resets stats, and applies effects in an idempotent manner. More...
 
void reset () override
 Handles stat and bonus reset. More...
 
void reset_encumbrance ()
 Recalculates encumbrance cache. More...
 
int encumb (body_part bp) const
 Returns ENC provided by armor, etc. More...
 
units::mass get_weight () const override
 Returns body weight plus weight of inventory and worn/wielded items. More...
 
std::array< encumbrance_data, num_bpget_encumbrance () const
 Get encumbrance for all body parts. More...
 
std::array< encumbrance_data, num_bpget_encumbrance (const item &new_item) const
 Get encumbrance for all body parts as if new_item was also worn. More...
 
int extraEncumbrance (layer_level level, int bp) const
 Get encumbrance penalty per layer & body part. More...
 
bool is_wearing_power_armor (bool *hasHelmet=nullptr) const
 Returns true if the character is wearing power armor. More...
 
bool is_wearing_active_power_armor () const
 Returns true if the character is wearing active power. More...
 
bool is_wearing_active_optcloak () const
 Returns true if the player is wearing an active optical cloak. More...
 
bool in_climate_control ()
 Returns true if the player is in a climate controlled area or armor. More...
 
bool is_blind () const
 Returns true if the player isn't able to see. More...
 
bool is_invisible () const
 
int visibility (bool check_color=false, int stillness=0) const
 Checks is_invisible() as well as other factors. More...
 
float active_light () const
 Returns character luminosity based on the brightest active item they are carrying. More...
 
bool sees_with_specials (const Creature &critter) const
 
body_part_set exclusive_flag_coverage (const std::string &flag) const
 Bitset of all the body parts covered only with items with flag (or nothing) More...
 
bool move_effects (bool attacking) override
 Processes effects which may prevent the Character from moving (bear traps, crushed, etc.). More...
 
void wait_effects ()
 
bool movement_mode_is (character_movemode mode) const
 Check against the character's current movement mode. More...
 
character_movemode get_movement_mode () const
 
virtual void set_movement_mode (character_movemode mode)=0
 
void expose_to_disease (diseasetype_id dis_type)
 Determine if character is susceptible to dis_type and if so apply the symptoms. More...
 
void process_turn () override
 Handles end-of-turn processing. More...
 
void recalc_hp ()
 Recalculates HP after a change to max strength. More...
 
void calc_all_parts_hp (float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
 Sets hp for all body parts. More...
 
void recalc_sight_limits ()
 Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change: More...
 
float get_vision_threshold (float light_level) const
 Returns the apparent light level at which the player can see. More...
 
void flag_encumbrance ()
 Flag encumbrance for updating. More...
 
void check_item_encumbrance_flag ()
 Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating. More...
 
bool natural_attack_restricted_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag. More...
 
bool can_miss_recovery (const item &weap) const
 Returns true if the player is able to use a miss recovery technique. More...
 
bool is_quiet () const
 Returns true if the player has quiet melee attacks. More...
 
bool block_hit (Creature *source, bodypart_id &bp_hit, damage_instance &dam) override
 Checks for valid block abilities and reduces damage accordingly. More...
 
itembest_shield ()
 Returns the best item for blocking with. More...
 
bool handle_melee_wear (item &shield, float wear_multiplier=1.0f)
 Calculates melee weapon wear-and-tear through use, returns true if item is destroyed. More...
 
matec_id pick_technique (Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
 Returns a random valid technique. More...
 
void perform_technique (const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
 
void melee_attack (Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
 Sets up a melee attack and handles melee attack function calls. More...
 
void melee_attack (Creature &t, bool allow_special)
 Calls the to other melee_attack function with an empty technique id (meaning no specific technique should be used). More...
 
std::string melee_special_effects (Creature &t, damage_instance &d, item &weap)
 Handles combat effects, returns a string of any valid combat effect messages. More...
 
void perform_special_attacks (Creature &t, dealt_damage_instance &dealt_dam)
 Performs special attacks and their effects (poisonous, stinger, etc.) More...
 
std::vector< special_attackmutation_attacks (Creature &t) const
 Returns a vector of valid mutation attacks. More...
 
float bonus_damage (bool random) const
 Returns the bonus bashing damage the player deals based on their stats. More...
 
float get_melee_hit_base () const
 Returns weapon skill. More...
 
float hit_roll () const override
 Returns the player's basic hit roll that is compared to the target's dodge roll. More...
 
double crit_chance (float roll_hit, float target_dodge, const item &weap) const
 Returns the chance to critical given a hit roll and target's dodge roll. More...
 
bool scored_crit (float target_dodge, const item &weap) const
 Returns true if the player scores a critical hit. More...
 
int attack_cost (const item &weap) const
 Returns cost (in moves) of attacking with given item (no modifiers, like stuck) More...
 
float get_hit_weapon (const item &weap) const
 Gets melee accuracy component from weapon+skills. More...
 
void roll_all_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds all 3 types of physical damage to instance. More...
 
void roll_bash_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total bash damage to the damage instance. More...
 
void roll_cut_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total cut damage to the damage instance. More...
 
void roll_stab_damage (bool crit, damage_instance &di, bool average, const item &weap) const
 Adds player's total stab damage to the damage instance. More...
 
void on_hit (Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
 This creature just got hit by an attack - possibly special/ranged attack - from source. More...
 
void did_hit (Creature &target)
 
void apply_damage (Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
 Actually hurt the player, hurts a body_part directly, no armor reduction. More...
 
dealt_damage_instance deal_damage (Creature *source, bodypart_id bp, const damage_instance &d) override
 Calls Creature::deal_damage and handles damaged effects (waking up, etc.) More...
 
int reduce_healing_effect (const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
 Reduce healing effect intensity, return initial intensity of the effect. More...
 
void cough (bool harmful=false, int loudness=4)
 
void passive_absorb_hit (const bodypart_id &bp, damage_unit &du) const
 Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit. More...
 
void absorb_hit (const bodypart_id &bp, damage_instance &dam) override
 Runs through all bionics and armor on a part and reduces damage through their armor_absorb. More...
 
bool armor_absorb (damage_unit &du, item &armor)
 Reduces and mutates du, prints messages about armor taking damage. More...
 
float bionic_armor_bonus (const bodypart_id &bp, damage_type dt) const
 Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit. More...
 
int mabuff_armor_bonus (damage_type type) const
 Returns the armor bonus against given type from martial arts buffs. More...
 
std::map< bodypart_id, int > get_armor_fire (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns overall fire resistance. More...
 
trait_id random_good_trait ()
 Returns the id of a random starting trait that costs >= 0 points. More...
 
trait_id random_bad_trait ()
 Returns the id of a random starting trait that costs < 0 points. More...
 
bool has_trait (const trait_id &b) const override
 Returns true if the player has the entered trait. More...
 
bool has_base_trait (const trait_id &b) const
 Returns true if the player has the entered starting trait. More...
 
bool has_trait_flag (const std::string &b) const
 Returns true if player has a trait with a flag. More...
 
trait_id trait_by_invlet (int ch) const
 Returns the trait id with the given invlet, or an empty string if no trait has that invlet. More...
 
void toggle_trait (const trait_id &)
 Toggles a trait on the player and in their mutation list. More...
 
void set_mutation (const trait_id &)
 Add or removes a mutation on the player, but does not trigger mutation loss/gain effects. More...
 
void unset_mutation (const trait_id &)
 
void switch_mutations (const trait_id &switched, const trait_id &target, bool start_powered)
 Unset switched mutation and set target mutation instead. More...
 
void activate_mutation (const trait_id &mutation)
 
void deactivate_mutation (const trait_id &mut)
 
void mutation_spend_resources (const trait_id &mut)
 Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation). More...
 
bool can_mount (const monster &critter) const
 
void mount_creature (monster &z)
 
bool is_mounted () const
 
bool check_mount_will_move (const tripoint &dest_loc)
 
bool check_mount_is_spooked ()
 
void dismount ()
 
void forced_dismount ()
 
bool is_deaf () const
 
bool has_two_arms () const
 Returns true if the player has two functioning arms. More...
 
int get_working_arm_count () const
 Returns the number of functioning arms. More...
 
int get_working_leg_count () const
 Returns the number of functioning legs. More...
 
bool is_limb_disabled (const bodypart_id &limb) const
 Returns true if the limb is disabled(12.5% or less hp) More...
 
bool is_limb_hindered (hp_part limb) const
 Returns true if the limb is hindered(40% or less hp) More...
 
bool is_limb_broken (const bodypart_id &limb) const
 Returns true if the limb is broken. More...
 
bool can_run ()
 source of truth of whether a Character can run More...
 
void hurtall (int dam, Creature *source, bool disturb=true)
 Hurts all body parts for dam, no armor reduction. More...
 
int hitall (int dam, int vary, Creature *source)
 Harms all body parts for dam, with armor reduction. More...
 
void on_hurt (Creature *source, bool disturb=true)
 Handles effects that happen when the player is damaged and aware of the fact. More...
 
void heal (const bodypart_id &healed, int dam)
 Heals a body_part for dam. More...
 
void healall (int dam)
 Heals all body parts for dam. More...
 
hp_part body_window (const std::string &menu_header, bool show_all, bool precise, int normal_bonus, int head_bonus, int torso_bonus, float bleed, float bite, float infect, float bandage_power, float disinfectant_power) const
 Displays menu with body part hp, optionally with hp estimation after healing. More...
 
nc_color limb_color (const bodypart_id &bp, bool bleed, bool bite, bool infect) const
 
bool made_of (const material_id &m) const override
 
bool made_of_any (const std::set< material_id > &ms) const override
 
int posx () const override
 
int posy () const override
 
int posz () const override
 
void setx (int x)
 
void sety (int y)
 
void setz (int z)
 
void setpos (const tripoint &p) override
 
virtual tripoint global_square_location () const
 Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map. More...
 
tripoint global_sm_location () const
 Returns the location of the player in global submap coordinates. More...
 
tripoint_abs_omt global_omt_location () const
 Returns the location of the player in global overmap terrain coordinates. More...
 
void recalculate_enchantment_cache ()
 
void rebuild_mutation_cache ()
 
double bonus_from_enchantments (double base, enchant_vals::mod value, bool round=false) const
 Calculate bonus from enchantments for given base value. More...
 
bool has_mabuff (const mabuff_id &buff_id) const
 Returns true if the player has any martial arts buffs attached. More...
 
bool has_grab_break_tec () const override
 Returns true if the player has a grab breaking technique available. More...
 
float mabuff_tohit_bonus () const
 Returns the to hit bonus from martial arts buffs. More...
 
float mabuff_dodge_bonus () const
 Returns the dodge bonus from martial arts buffs. More...
 
int mabuff_block_bonus () const
 Returns the block bonus from martial arts buffs. More...
 
int mabuff_speed_bonus () const
 Returns the speed bonus from martial arts buffs. More...
 
int mabuff_arpen_bonus (damage_type type) const
 Returns the arpen bonus from martial arts buffs. More...
 
float mabuff_damage_mult (damage_type type) const
 Returns the damage multiplier to given type from martial arts buffs. More...
 
int mabuff_damage_bonus (damage_type type) const
 Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier. More...
 
int mabuff_attack_cost_penalty () const
 Returns the flat penalty to move cost of attacks. More...
 
float mabuff_attack_cost_mult () const
 Returns the multiplier on move cost of attacks. More...
 
void mutation_effect (const trait_id &mut)
 Handles things like removal of armor, etc. More...
 
void mutation_loss_effect (const trait_id &mut)
 Handles what happens when you lose a mutation. More...
 
bool has_active_mutation (const trait_id &b) const
 
void mutate ()
 Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way. More...
 
bool mutation_ok (const trait_id &mutation, bool force_good, bool force_bad) const
 Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing. More...
 
void mutate_category (const std::string &mut_cat)
 Picks a random valid mutation in a category and mutate_towards() it. More...
 
bool mutate_towards (std::vector< trait_id > muts, int num_tries=INT_MAX)
 Mutates toward one of the given mutations, upgrading or removing conflicts if necessary. More...
 
bool mutate_towards (const trait_id &mut)
 Mutates toward the entered mutation, upgrading or removing conflicts if necessary. More...
 
void remove_mutation (const trait_id &mut, bool silent=false)
 Removes a mutation, downgrading to the previous level if possible. More...
 
std::map< trait_id, float > mutation_chances () const
 Calculate percentage chances for mutations. More...
 
bool has_child_flag (const trait_id &flag) const
 Returns true if the player has the entered mutation child flag. More...
 
void remove_child_flag (const trait_id &flag)
 Removes the mutation's child flag from the player's list. More...
 
void set_highest_cat_level ()
 Recalculates mutation_category_level[] values for the player. More...
 
std::string get_highest_category () const
 Returns the highest mutation category. More...
 
void drench_mut_calc ()
 Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats) More...
 
void build_mut_dependency_map (const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
 Recursively traverses the mutation's prerequisites and replacements, building up a map. More...
 
bool is_category_allowed (const std::vector< std::string > &category) const
 Returns true if this category of mutation is allowed. More...
 
bool is_category_allowed (const std::string &category) const
 
bool is_weak_to_water () const
 
bool can_use_heal_item (const item &med) const
 Check for mutation disallowing the use of an healing item. More...
 
bool can_install_cbm_on_bp (const std::vector< bodypart_id > &bps) const
 
resistances mutation_armor (bodypart_id bp) const
 Returns resistances on a body part provided by mutations. More...
 
float mutation_armor (bodypart_id bp, damage_type dt) const
 
float mutation_armor (bodypart_id bp, const damage_unit &du) const
 
bool activate_bionic (int b, bool eff_only=false)
 Handles bionic activation effects of the entered bionic, returns if anything activated. More...
 
std::vector< bionic_idget_bionics () const
 
std::pair< int, int > amount_of_storage_bionics () const
 Returns amount of Storage CBMs in the corpse. More...
 
bool has_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id. More...
 
bool has_active_bionic (const bionic_id &b) const
 Returns true if the player has the entered bionic id and it is powered on. More...
 
bool has_any_bionic () const
 Returns true if the player has any bionic. More...
 
bool can_fuel_bionic_with (const item &it) const
 Returns true if the character can fuel a bionic with the item. More...
 
std::vector< bionic_idget_bionic_fueled_with (const item &it) const
 Return bionic_id of bionics able to use it as fuel. More...
 
std::vector< bionic_idget_fueled_bionics () const
 Return bionic_id of fueled bionics. More...
 
bionic_id get_remote_fueled_bionic () const
 Returns bionic_id of first remote fueled bionic found. More...
 
bionic_id get_most_efficient_bionic (const std::vector< bionic_id > &bids) const
 Return bionic_id of bionic of most fuel efficient bionic. More...
 
std::vector< itype_idget_fuel_available (const bionic_id &bio) const
 Return list of available fuel for this bionic. More...
 
int get_fuel_capacity (const itype_id &fuel) const
 Return available space to store specified fuel. More...
 
int get_total_fuel_capacity (const itype_id &fuel) const
 Return total space to store specified fuel. More...
 
void update_fuel_storage (const itype_id &fuel)
 Updates which bionic contain fuel and which is empty. More...
 
int get_mod_stat_from_bionic (const character_stat &Stat) const
 Get stat bonus from bionic. More...
 
void process_bionic (int b)
 Handles bionic effects over time of the entered bionic. More...
 
bool deactivate_bionic (int b, bool eff_only=false)
 Handles bionic deactivation effects of the entered bionic, returns if anything deactivated. More...
 
int num_bionics () const
 Returns the size of my_bionics[]. More...
 
bionicbionic_at_index (int i)
 Returns the bionic at a given index in my_bionics[]. More...
 
void clear_bionics ()
 Remove all bionics. More...
 
int get_used_bionics_slots (const bodypart_id &bp) const
 
int get_total_bionics_slots (const bodypart_id &bp) const
 
int get_free_bionics_slots (const bodypart_id &bp) const
 
bool has_enough_anesth (const itype *cbm, player &patient)
 Has enough anesthetic for surgery. More...
 
void introduce_into_anesthesia (const time_duration &duration, player &installer, bool needs_anesthesia)
 Handles process of introducing patient into anesthesia during Autodoc operations. More...
 
void remove_bionic (const bionic_id &b)
 Removes a bionic from my_bionics[]. More...
 
void add_bionic (const bionic_id &b)
 Adds a bionic to my_bionics[]. More...
 
float env_surgery_bonus (int radius)
 Calculate skill bonus from tiles in radius. More...
 
float bionics_adjusted_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate skill for (un)installing bionics. More...
 
int bionics_pl_skill (const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
 Calculate non adjusted skill for (un)installing bionics. More...
 
bool can_install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Is the installation possible. More...
 
std::map< bodypart_id, int > bionic_installation_issues (const bionic_id &bioid) const
 
bool install_bionics (const itype &type, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_install (bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
 Success or failure of installation happens here. More...
 
void do_damage_for_bionic_failure (int min_damage, int max_damage)
 
void bionics_install_failure (const std::string &installer, int difficulty, int success, float adjusted_skill)
 
bool can_uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Is The uninstallation possible. More...
 
bool uninstall_bionic (const bionic_id &b_id, player &installer, bool autodoc=false, int skill_level=-1)
 Initialize all the values needed to start the operation player_activity. More...
 
void perform_uninstall (bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
 Succes or failure of removal happens here. More...
 
void bionics_uninstall_failure (int difficulty, int success, float adjusted_skill)
 When a player fails the surgery. More...
 
bool uninstall_bionic (const bionic &target_cbm, monster &installer, player &patient, float adjusted_skill)
 Used by monster to perform surgery. More...
 
void bionics_uninstall_failure (monster &installer, player &patient, int difficulty, int success, float adjusted_skill)
 When a monster fails the surgery. More...
 
bool burn_fuel (int b, bool start=false)
 Convert fuel to bionic power. More...
 
void passive_power_gen (int b)
 Passively produce power from PERPETUAL fuel. More...
 
itype_id find_remote_fuel (bool look_only=false)
 Find fuel used by remote powered bionic. More...
 
int consume_remote_fuel (int amount)
 Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful). More...
 
void reset_remote_fuel ()
 
void heat_emission (int b, int fuel_energy)
 Handle heat from exothermic power generation. More...
 
float get_effective_efficiency (int b, float fuel_efficiency)
 Applies modifier to fuel_efficiency and returns the resulting efficiency. More...
 
units::energy get_power_level () const
 
units::energy get_max_power_level () const
 
void mod_power_level (const units::energy &npower)
 
void mod_max_power_level (const units::energy &npower_max)
 
void set_power_level (const units::energy &npower)
 
void set_max_power_level (const units::energy &npower_max)
 
bool is_max_power () const
 
bool has_power () const
 
bool has_max_power () const
 
bool enough_power_for (const bionic_id &bid) const
 
void conduct_blood_analysis () const
 
bool is_worn (const item &thing) const
 
virtual bool invoke_item (item *, const tripoint &pt)
 Asks how to use the item (if it has more than one use_method) and uses it. More...
 
virtual bool invoke_item (item *, const std::string &, const tripoint &pt)
 As above, but with a pre-selected method. More...
 
virtual bool invoke_item (item *)
 As above two, but with position equal to current position. More...
 
virtual bool invoke_item (item *, const std::string &)
 
virtual bool dispose_item (item_location &&obj, const std::string &prompt=std::string())
 Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves. More...
 
bool has_enough_charges (const item &it, bool show_msg) const
 Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges. More...
 
bool consume_charges (item &used, int qty)
 Consume charges of a tool or comestible item, potentially destroying it in the process. More...
 
int item_handling_cost (const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when handling (e.g. More...
 
int item_store_cost (const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
 Calculate (but do not deduct) the number of moves required when storing an item in a container. More...
 
int item_wear_cost (const item &it) const
 Calculate (but do not deduct) the number of moves required to wear an item. More...
 
cata::optional< std::list< item >::iterator > wear_item (const item &to_wear, bool interactive=true)
 Wear item; returns nullopt on fail, or pointer to newly worn item on success. More...
 
int amount_worn (const itype_id &id) const
 Returns the amount of item ‘type’ that is currently worn. More...
 
std::vector< item_locationnearby (const std::function< bool(const item *, const item *)> &func, int radius=1) const
 Returns nearby items which match the provided predicate. More...
 
std::list< itemremove_worn_items_with (std::function< bool(item &)> filter)
 Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked). More...
 
iteminvlet_to_item (int invlet)
 Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet. More...
 
itemi_at (int position)
 
const itemi_at (int position) const
 
int get_item_position (const item *it) const
 Returns the item position (suitable for i_at or similar) of a specific item. More...
 
const itemused_weapon () const
 Returns a reference to the item which will be used to make attacks. More...
 
itemused_weapon ()
 
int i_add_to_container (const item &it, bool unloading)
 Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full. More...
 
itemi_add (item it, bool should_stack=true)
 
item i_rem (int pos)
 Remove a specific item from player possession. More...
 
item i_rem (const item *it)
 Remove a specific item from player possession. More...
 
void i_rem_keep_contents (int idx)
 
bool i_add_or_drop (item &it, int qty=1)
 Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded. More...
 
std::bitset< std::numeric_limits< char >::max()> allocated_invlets () const
 Only use for UI things. More...
 
bool has_active_item (const itype_id &id) const
 Whether the player carries an active item of the given item type. More...
 
item remove_weapon ()
 
void remove_mission_items (int mission_id)
 
std::vector< const item * > get_ammo (const ammotype &at) const
 Returns the items that are ammo and have the matching ammo type. More...
 
std::vector< item_locationfind_ammo (const item &obj, bool empty=true, int radius=1) const
 Searches for ammo or magazines that can be used to reload obj. More...
 
std::vector< item_locationfind_reloadables ()
 Searches for weapons and magazines that can be reloaded. More...
 
int ammo_count_for (const item &gun)
 Counts ammo and UPS charges (lower of) for a given gun on the character. More...
 
int throw_range (const item &) const
 Maximum thrown range with a given item, taking all active effects into account. More...
 
bool unarmed_attack () const
 True if unarmed or wielding a weapon with the UNARMED_WEAPON flag. More...
 
int best_nearby_lifting_assist () const
 Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range. More...
 
int best_nearby_lifting_assist (const tripoint &world_pos) const
 Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g. More...
 
std::vector< item * > inv_dump ()
 
units::mass weight_carried () const
 
units::volume volume_carried () const
 
units::mass weight_carried_reduced_by (const excluded_stacks &without) const
 
units::volume volume_carried_reduced_by (const excluded_stacks &without) const
 
units::mass weight_capacity () const override
 
units::volume volume_capacity () const
 
units::volume volume_capacity_reduced_by (const units::volume &mod, const excluded_stacks &without={}) const
 
bool can_pick_volume (const item &it) const
 
bool can_pick_volume (units::volume volume) const
 
bool can_pick_weight (const item &it, bool safe=true) const
 
bool can_pick_weight (units::mass weight, bool safe=true) const
 
bool can_use (const item &it, const item &context=item()) const
 Checks if character stats and skills meet minimum requirements for the item. More...
 
ret_val< bool > can_wear (const item &it, bool with_equip_change=false) const
 Check character capable of wearing an item. More...
 
bool is_armed () const
 Returns true if the character is wielding something. More...
 
virtual bool wield (item &target)=0
 Removes currently wielded item (if any) and replaces it with the target item. More...
 
ret_val< bool > can_unwield (const item &it) const
 Check player capable of unwielding an item. More...
 
ret_val< bool > can_swap (const item &it) const
 Check player capable of swapping the side of a worn item. More...
 
void drop_invalid_inventory ()
 
std::list< item * > get_dependent_worn_items (const item &it)
 Returns all items that must be taken off before taking off this item. More...
 
void drop (item_location loc, const tripoint &where)
 Drops an item to the specified location. More...
 
virtual void drop (const drop_locations &what, const tripoint &target, bool stash=false)
 
virtual bool has_artifact_with (art_effect_passive effect) const
 
bool is_wielding (const item &target) const
 
bool covered_with_flag (const std::string &flag, const body_part_set &parts) const
 
bool is_waterproof (const body_part_set &parts) const
 
int leak_level (const std::string &flag) const
 
bool is_wearing (const itype_id &it) const
 Returns true if the player is wearing the item. More...
 
bool is_wearing_on_bp (const itype_id &it, const bodypart_id &bp) const
 Returns true if the player is wearing the item on the given body part. More...
 
bool worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns true if the player is wearing an item with the given flag. More...
 
const itemitem_worn_with_flag (const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
 Returns the first worn item with a given flag. More...
 
std::vector< std::string > get_overlay_ids () const
 Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest". More...
 
int get_skill_level (const skill_id &ident) const
 
int get_skill_level (const skill_id &ident, const item &context) const
 
const SkillLevelMapget_all_skills () const
 
SkillLevelget_skill_level_object (const skill_id &ident)
 
const SkillLevelget_skill_level_object (const skill_id &ident) const
 
void set_skill_level (const skill_id &ident, int level)
 
void mod_skill_level (const skill_id &ident, int delta)
 
bool meets_skill_requirements (const std::map< skill_id, int > &req, const item &context=item()) const
 Checks whether the character's skills meet the required. More...
 
bool meets_skill_requirements (const construction &con) const
 Checks whether the character's skills meet the required. More...
 
bool meets_stat_requirements (const item &it) const
 Checks whether the character's stats meets the stats required by the item. More...
 
bool meets_requirements (const item &it, const item &context=item()) const
 Checks whether the character meets overall requirements to be able to use the item. More...
 
std::string enumerate_unmet_requirements (const item &it, const item &context=item()) const
 Returns a string of missed requirements (both stats and skills) More...
 
int rust_rate () const
 Returns the player's skill rust rate. More...
 
int read_speed (bool return_stat_effect=true) const
 Returns the player's reading speed. More...
 
time_point get_time_died () const
 return the calendar::turn the character expired More...
 
void set_time_died (const time_point &time)
 set the turn the turn the character died if not already done More...
 
void normalize () override
 Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own! More...
 
void die (Creature *nkiller) override
 Empty function. More...
 
std::string get_name () const override
 
std::vector< std::string > get_grammatical_genders () const override
 
template<typename ... Args>
bool query_yn (const char *const msg, Args &&... args) const
 It is supposed to hide the query_yn to simplify player vs. More...
 
virtual bool query_yn (const std::string &msg) const =0
 
bool is_immune_field (const field_type_id &fid) const override
 Returns true if we are immune to the field type with the given fid. More...
 
bool is_elec_immune () const override
 Returns true is the player is protected from electric shocks. More...
 
bool is_immune_effect (const efftype_id &) const override
 Returns true if the player is immune to this kind of effect. More...
 
bool is_immune_damage (damage_type) const override
 Returns true if the player is immune to this kind of damage. More...
 
bool is_rad_immune () const
 Returns true if the player is protected from radiation. More...
 
bool is_throw_immune () const
 Returns true if the player is immune to throws. More...
 
bool has_nv ()
 Returns true if the player has some form of night vision. More...
 
float rest_quality () const
 Returns >0 if character is sitting/lying and relatively inactive. More...
 
float healing_rate (float at_rest_quality) const
 Average hit points healed per turn. More...
 
float healing_rate_medicine (float at_rest_quality, const bodypart_id &bp) const
 Average hit points healed per turn from healing effects. More...
 
float mutation_value (const std::string &val) const
 Goes over all mutations, gets min and max of a value with given name. More...
 
social_modifiers get_mutation_social_mods () const
 Goes over all mutations, returning the sum of the social modifiers. More...
 
nc_color symbol_color () const override
 Color's character's tile's background. More...
 
std::string extended_description () const override
 
void empty_skills ()
 
void pick_name (bool bUseDefault=false)
 Returns a random name from NAMES_*. More...
 
std::vector< trait_idget_base_traits () const
 Get the idents of all base traits. More...
 
std::vector< trait_idget_mutations (bool include_hidden=true) const
 Get the idents of all traits/mutations. More...
 
const std::bitset< NUM_VISION_MODES > & get_vision_modes () const
 
void clear_mutations ()
 Empties the trait and mutations lists. More...
 
void add_traits ()
 Adds mandatory scenario and profession traits unless you already have them And if you do already have them, refunds the points for the trait. More...
 
void add_traits (points_left &points)
 
bool crossed_threshold () const
 Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold. More...
 
void add_addiction (add_type type, int strength)
 Adds an addiction to the player. More...
 
void rem_addiction (add_type type)
 Removes an addition from the player. More...
 
bool has_addiction (add_type type) const
 Returns true if the player has an addiction of the specified type. More...
 
int addiction_level (add_type type) const
 Returns the intensity of the specified addiction. More...
 
void start_hauling ()
 
void stop_hauling ()
 
bool is_hauling () const
 
bool has_item_with_flag (const std::string &flag, bool need_charges=false) const
 
std::vector< const item * > all_items_with_flag (const std::string &flag) const
 All items that have the given flag (item::has_flag). More...
 
bool has_charges (const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
 
std::list< itemuse_amount (itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool use_charges_if_avail (const itype_id &it, int quantity)
 
std::list< itemuse_charges (const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
 
bool has_fire (int quantity) const
 
void use_fire (int quantity)
 
void assign_stashed_activity ()
 
bool check_outbounds_activity (const player_activity &act, bool check_only=false)
 
void assign_activity (const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
 Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming. More...
 
void assign_activity (const player_activity &act, bool allow_resume=true)
 Assigns activity to player, possibly resuming old activity if it's similar enough. More...
 
bool has_activity (const activity_id &type) const
 Check if player currently has a given activity. More...
 
bool has_activity (const std::vector< activity_id > &types) const
 Check if player currently has any of the given activities. More...
 
void resume_backlog_activity ()
 
void cancel_activity ()
 
void cancel_stashed_activity ()
 
player_activity get_stashed_activity () const
 
void set_stashed_activity (const player_activity &act, const player_activity &act_back=player_activity())
 
bool has_stashed_activity () const
 
void initialize_stomach_contents ()
 
float metabolic_rate_base () const
 Stable base metabolic rate due to traits. More...
 
float metabolic_rate () const
 Current metabolic rate due to traits, hunger, speed, etc. More...
 
std::string get_weight_string () const
 
int get_max_healthy () const
 
float bmi () const
 
int bmr () const
 
void reset_chargen_attributes ()
 
int base_age () const
 
void set_base_age (int age)
 
void mod_base_age (int mod)
 
int age () const
 
std::string age_string () const
 
int base_height () const
 
void set_base_height (int height)
 
void mod_base_height (int mod)
 
std::string height_string () const
 
int height () const
 
units::mass bodyweight () const
 
units::mass bionics_weight () const
 
int get_armor_bash (bodypart_id bp) const override
 Returns overall bashing resistance for the body_part. More...
 
int get_armor_cut (bodypart_id bp) const override
 Returns overall cutting resistance for the body_part. More...
 
int get_armor_bullet (bodypart_id bp) const override
 Returns overall bullet resistance for the body_part. More...
 
int get_armor_bash_base (bodypart_id bp) const override
 Returns bashing resistance from the creature and armor only. More...
 
int get_armor_cut_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_armor_bullet_base (bodypart_id bp) const override
 Returns cutting resistance from the creature and armor only. More...
 
int get_env_resist (bodypart_id bp) const override
 Returns overall env_resist on a body_part. More...
 
int get_armor_acid (bodypart_id bp) const
 Returns overall acid resistance for the body part. More...
 
int get_armor_type (damage_type dt, bodypart_id bp) const override
 Returns overall resistance to given type on the bod part. More...
 
std::map< bodypart_id, int > get_all_armor_type (damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 
int get_stim () const
 
void set_stim (int new_stim)
 
void mod_stim (int mod)
 
int get_rad () const
 
void set_rad (int new_rad)
 
void mod_rad (int mod)
 
int get_stamina () const
 
int get_stamina_max () const
 
void set_stamina (int new_stamina)
 
void mod_stamina (int mod)
 
void burn_move_stamina (int moves)
 
float stamina_move_cost_modifier () const
 
void update_stamina (int turns)
 Regenerates stamina. More...
 
void on_item_wear (const item &it)
 Called when an item is worn. More...
 
void on_item_takeoff (const item &it)
 Called when an item is taken off. More...
 
void on_worn_item_washed (const item &it)
 Called when an item is washed. More...
 
void on_effect_int_change (const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
 Called when effect intensity has been changed. More...
 
void on_mutation_gain (const trait_id &mid)
 Called when a mutation is gained. More...
 
void on_mutation_loss (const trait_id &mid)
 Called when a mutation is lost. More...
 
void on_stat_change (const std::string &stat, int value) override
 Called when a stat is changed. More...
 
tripoint adjacent_tile () const
 Returns an unoccupied, safe adjacent point. More...
 
bool has_opposite_trait (const trait_id &flag) const
 Returns true if the player has a trait which cancels the entered trait. More...
 
void wake_up ()
 Removes "sleep" and "lying_down". More...
 
int get_shout_volume () const
 
void shout (std::string msg="", bool order=false)
 
void vomit ()
 Handles Character vomiting effects. More...
 
void healed_bp (int bp, int amount)
 
int adjust_for_focus (int amount) const
 
void update_type_of_scent (bool init=false)
 
void update_type_of_scent (const trait_id &mut, bool gain=true)
 
void set_type_of_scent (const scenttype_id &id)
 
scenttype_id get_type_of_scent () const
 
void restore_scent ()
 restore scent after masked_scent effect run out or is removed by water More...
 
void mod_painkiller (int npkill)
 Modifies intensity of painkillers
More...
 
void set_painkiller (int npkill)
 Sets intensity of painkillers
More...
 
int get_painkiller () const
 Returns intensity of painkillers
More...
 
void react_to_felt_pain (int intensity)
 
void spores ()
 
void blossoms ()
 
void rooted_message () const
 Handles rooting effects. More...
 
void rooted ()
 
void fall_asleep ()
 Adds "sleep" to the player. More...
 
void fall_asleep (const time_duration &duration)
 
std::string is_snuggling () const
 Checks to see if the player is using floor items to keep warm, and return the name of one such item if so. More...
 
float power_rating () const override
 Returns an approximation of the creature's strength. More...
 
float speed_rating () const override
 Returns an approximate number of tiles this creature can travel per turn. More...
 
itemitem_with_best_of_quality (const quality_id &qid)
 Returns the item in the player's inventory with the highest of the specified quality. More...
 
bool sees_with_infrared (const Creature &critter) const
 Check whether the this player can see the other creature with infrared. More...
 
void place_corpse ()
 
void place_corpse (const tripoint_abs_omt &om_target)
 
int run_cost (int base_cost, bool diag=false) const
 Returns the player's modified base movement cost. More...
 
const pathfinding_settingsget_pathfinding_settings () const override
 Returns settings for pathfinding. More...
 
std::set< tripointget_path_avoid () const override
 Returns a set of points we do not want to path through. More...
 
std::vector< Creature * > get_hostile_creatures (int range) const
 Get all hostile creatures currently visible to this player. More...
 
std::vector< Creature * > get_visible_creatures (int range) const
 Returns all creatures that this player can see and that are in the given range. More...
 
std::string visible_mutations (int visibility_cap) const
 Returns an enumeration of visible mutations with colors. More...
 
player_activity get_destination_activity () const
 
void set_destination_activity (const player_activity &new_destination_activity)
 
void clear_destination_activity ()
 
std::map< bodypart_id, int > warmth (const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
 Returns warmth provided by armor, etc. More...
 
bool can_use_floor_warmth () const
 Can the player lie down and cover self with blankets etc. More...
 
int floor_warmth (const tripoint &pos) const
 Final warmth from the floor. More...
 
int bodytemp_modifier_traits (bool overheated) const
 Correction factor of the body temperature due to traits and mutations. More...
 
int bodytemp_modifier_traits_floor () const
 Correction factor of the body temperature due to traits and mutations for player lying on the floor. More...
 
int temp_corrected_by_climate_control (int temperature) const
 Value of the body temperature corrected by climate control. More...
 
bool in_sleep_state () const override
 
void update_vitamins (const vitamin_id &vit)
 Set vitamin deficiency/excess disease states dependent upon current vitamin levels. More...
 
int vitamin_get (const vitamin_id &vit) const
 Check current level of a vitamin. More...
 
bool vitamin_set (const vitamin_id &vit, int qty)
 Sets level of a vitamin or returns false if id given in vit does not exist. More...
 
int vitamin_mod (const vitamin_id &vit, int qty, bool capped=true)
 Add or subtract vitamins from character storage pools. More...
 
void vitamins_mod (const std::map< vitamin_id, int > &, bool capped=true)
 
time_duration vitamin_rate (const vitamin_id &vit) const
 Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects. More...
 
int nutrition_for (const item &comest) const
 Handles the nutrition value for a comestible. More...
 
ret_val< edible_ratingcan_eat (const item &food) const
 Can the food be [theoretically] eaten no matter the consequen ces? More...
 
ret_val< edible_ratingwill_eat (const item &food, bool interactive=false) const
 Same as can_eat, but takes consequences into account. More...
 
bool can_feed_reactor_with (const item &it) const
 Determine character's capability of recharging their CBMs. More...
 
bool can_feed_furnace_with (const item &it) const
 
rechargeable_cbm get_cbm_rechargeable_with (const item &it) const
 
int get_acquirable_energy (const item &it, rechargeable_cbm cbm) const
 
int get_acquirable_energy (const item &it) const
 
bool feed_reactor_with (item &it)
 Recharge CBMs whenever possible. More...
 
bool feed_furnace_with (item &it)
 
bool fuel_bionic_with (item &it)
 
void modify_stimulation (const islot_comestible &comest)
 Used to apply stimulation modifications from food and medication. More...
 
void modify_fatigue (const islot_comestible &comest)
 Used to apply fatigue modifications from food and medication. More...
 
void modify_radiation (const islot_comestible &comest)
 Used to apply radiation from food and medication. More...
 
void modify_addiction (const islot_comestible &comest)
 Used to apply addiction modifications from food and medication. More...
 
void modify_health (const islot_comestible &comest)
 Used to apply health modifications from food and medication. More...
 
bool consume_effects (item &food)
 Handles the effects of consuming an item. More...
 
bool can_consume (const item &it) const
 Check character's capability of consumption overall. More...
 
bool can_estimate_rot () const
 True if the character has enough skill (in cooking or survival) to estimate time to rot. More...
 
bool can_consume_as_is (const item &it) const
 Check whether character can consume this very item. More...
 
bool can_consume_for_bionic (const item &it) const
 
itemget_consumable_from (item &it) const
 Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise. More...
 
hint_rating rate_action_eat (const item &it) const
 
std::pair< nutrients, nutrientscompute_nutrient_range (const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Get calorie & vitamin contents for a comestible, taking into account character traits. More...
 
std::pair< nutrients, nutrientscompute_nutrient_range (const itype_id &, const cata::flat_set< std::string > &extra_flags={}) const
 Same, but across arbitrary recipes. More...
 
morale_type allergy_type (const item &food) const
 Returns allergy type or MORALE_NULL if not allergic for this character. More...
 
nutrients compute_effective_nutrients (const item &) const
 
bool wearing_something_on (const bodypart_id &bp) const
 Returns true if the character is wearing something on the entered body part. More...
 
bool is_wearing_helmet () const
 Returns true if the character is wearing something occupying the helmet slot. More...
 
int head_cloth_encumbrance () const
 Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head. More...
 
double armwear_factor () const
 Same as footwear factor, but for arms. More...
 
int shoe_type_count (const itype_id &it) const
 Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither. More...
 
double footwear_factor () const
 Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither. More...
 
bool is_wearing_shoes (const side &which_side=side::BOTH) const
 Returns true if the player is wearing something on their feet that is not SKINTIGHT. More...
 
bool change_side (item &it, bool interactive=true)
 Swap side on which item is worn; returns false on fail. More...
 
bool change_side (item_location &loc, bool interactive=true)
 
hint_rating rate_action_change_side (const item &it) const
 Used to determine player feedback on item use for the inventory code. More...
 
bool get_check_encumbrance ()
 
void set_check_encumbrance (bool new_check)
 
void update_morale ()
 Ticks down morale counters and removes them. More...
 
void apply_persistent_morale ()
 Ensures persistent morale effects are up-to-date. More...
 
void modify_morale (item &food, int nutr=0)
 Used to apply morale modifications from food and medication. More...
 
int get_morale_level () const
 
void add_morale (const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
 
bool has_morale (const morale_type &type) const
 
int get_morale (const morale_type &type) const
 
void rem_morale (const morale_type &type)
 
void clear_morale ()
 
bool has_morale_to_read () const
 
bool has_morale_to_craft () const
 
const inventorycrafting_inventory (bool clear_path)
 
const inventorycrafting_inventory (const tripoint &src_pos=tripoint_zero, int radius=PICKUP_RANGE, bool clear_path=true)
 
void invalidate_crafting_inventory ()
 
bool check_and_recover_morale ()
 Checks permanent morale for consistency and recovers it when an inconsistency is found. More...
 
std::pair< int, int > fun_for (const item &comest) const
 Handles the enjoyability value for a comestible. More...
 
void suffer ()
 Handles a large number of timers decrementing and other randomized effects. More...
 
bool irradiate (float rads, bool bypass=false)
 Handles mitigation and application of radiation. More...
 
void mend (int rate_multiplier)
 Handles the chance for broken limbs to spontaneously heal to 1 HP. More...
 
void sound_hallu ()
 Creates an auditory hallucination. More...
 
void drench (int saturation, const body_part_set &flags, bool ignore_waterproof)
 Drenches the player with water, saturation is the percent gotten wet. More...
 
void apply_wetness_morale (int temperature)
 Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature. More...
 
std::vector< std::string > short_description_parts () const
 
std::string short_description () const
 
int print_info (const catacurses::window &w, int vStart, int vLines, int column) const override
 Write information about this creature. More...
 
bool can_hear (const tripoint &source, int volume) const
 
float hearing_ability () const
 
bool knows_trap (const tripoint &pos) const
 
void add_known_trap (const tripoint &pos, const trap &t)
 
nc_color bodytemp_color (int bp) const
 Define color for displaying the body temperature. More...
 
bool sees (const tripoint &t, bool is_player=false, int range_mod=0) const override
 
bool sees (const Creature &critter) const override
 The functions check whether this creature can see the target. More...
 
Attitude attitude_to (const Creature &other) const override
 Attitude (of this creature) towards another creature. More...
 
int get_lowest_hp () const
 
bool has_weapon () const override
 
void shift_destination (const point &shift)
 
void set_destination (const std::vector< tripoint > &route, const player_activity &new_destination_activity=player_activity())
 
void clear_destination ()
 
bool has_distant_destination () const
 
bool is_auto_moving () const
 
bool has_destination () const
 
bool has_destination_activity () const
 
void start_destination_activity ()
 
std::vector< tripoint > & get_auto_move_route ()
 
action_id get_next_auto_move_direction ()
 
bool defer_move (const tripoint &next)
 
std::map< bodypart_id, float > bodypart_exposure ()
 Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked). More...
 
bool pour_into (item &container, item &liquid)
 Try to pour the given liquid into the given container/vehicle. More...
 
bool pour_into (vehicle &veh, item &liquid)
 
- Public Member Functions inherited from Creature
virtual ~Creature ()
 
virtual bool is_player () const
 
virtual bool is_avatar () const
 
virtual bool is_npc () const
 
virtual bool is_monster () const
 
virtual monsteras_monster ()
 
virtual const monsteras_monster () const
 
virtual npcas_npc ()
 
virtual const npcas_npc () const
 
virtual playeras_player ()
 
virtual const playeras_player () const
 
virtual avataras_avatar ()
 
virtual const avataras_avatar () const
 
virtual bool is_fake () const
 Returns true for non-real Creatures used temporarily; i.e. More...
 
virtual void set_fake (bool fake_value)
 Sets a Creature's fake boolean. More...
 
virtual void bleed () const
 Adds an appropriate blood splatter. More...
 
virtual float dodge_roll ()=0
 
virtual float stability_roll () const =0
 
virtual bool avoid_trap (const tripoint &pos, const trap &tr) const =0
 Called when a creature triggers a trap, returns true if they don't set it off. More...
 
Creatureauto_find_hostile_target (int range, int &boo_hoo, int area=0)
 For fake-players (turrets, mounted turrets) this functions chooses a target. More...
 
double ranged_target_size () const
 Size of the target this creature presents to ranged weapons. More...
 
void knock_back_from (const tripoint &p)
 
virtual void knock_back_to (const tripoint &to)=0
 
int size_melee_penalty () const
 
virtual int deal_melee_attack (Creature *source, int hitroll)
 
virtual void deal_melee_hit (Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
 
virtual void deal_projectile_attack (Creature *source, dealt_projectile_attack &attack)
 Attempts to harm a creature with a projectile. More...
 
virtual void deal_damage_handle_type (const damage_unit &du, bodypart_id bp, int &damage, int &pain)
 
virtual void on_dodge (Creature *source, float difficulty)=0
 This creature just dodged an attack - possibly special/ranged attack - from source. More...
 
virtual bool digging () const
 
virtual bool is_underwater () const
 
virtual bool is_hallucination () const =0
 
virtual bool is_dead_state () const =0
 
bool is_dangerous_fields (const field &fld) const
 Returns true if there is a field in the field set that is dangerous to us. More...
 
bool is_dangerous_field (const field_entry &entry) const
 Returns true if the given field entry is dangerous to us. More...
 
virtual float fall_damage_mod () const =0
 Returns multiplier on fall damage at low velocity (knockback/pit/1 z-level, not 5 z-levels) More...
 
virtual int impact (int force, const tripoint &pos)=0
 Deals falling/collision damage with terrain/creature at pos. More...
 
void check_dead_state ()
 This function checks the creatures is_dead_state and (if true) calls die. More...
 
void add_effect (const effect &eff, bool force=false, bool deferred=false)
 
virtual void add_effect (const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false)
 Adds or modifies an effect. More...
 
void add_effect (const efftype_id &eff_id, const time_duration &dur, body_part bp=num_bp, int intensity=0, bool force=false, bool deferred=false)
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp=num_bp, int intensity=1, bool force=false)
 Gives chance to save via environmental resist, returns false if resistance was successful. More...
 
bool add_env_effect (const efftype_id &eff_id, body_part vector, int strength, const time_duration &dur, body_part bp, bool REMOVED, int intensity=1, bool force=false)=delete
 
bool remove_effect (const efftype_id &eff_id, body_part bp=num_bp)
 Removes a listed effect. More...
 
virtual bool remove_effect (const efftype_id &eff_id, const bodypart_str_id &bp)
 
void clear_effects ()
 Remove all effects. More...
 
bool has_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Check if creature has the matching effect. More...
 
bool has_effect (const efftype_id &eff_id, const bodypart_str_id &bp) const
 
bool has_effect_with_flag (const std::string &flag, body_part bp=num_bp) const
 Check if creature has any effect with the given flag. More...
 
const effectget_effect (const efftype_id &eff_id, body_part bp=num_bp) const
 Return the effect that matches the given arguments exactly. More...
 
effectget_effect (const efftype_id &eff_id, body_part bp=num_bp)
 
std::vector< const effect * > get_all_effects_of_type (const efftype_id &eff_id) const
 Returns pointers to all effects matching given type. More...
 
time_duration get_effect_dur (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the duration of the matching effect. More...
 
int get_effect_int (const efftype_id &eff_id, body_part bp=num_bp) const
 Returns the intensity of the matching effect. More...
 
bool resists_effect (const effect &e)
 Returns true if the creature resists an effect. More...
 
void set_value (const std::string &key, const std::string &value)
 
void remove_value (const std::string &key)
 
std::string get_value (const std::string &key) const
 
void process_effects ()
 Processes through all the effects on the Creature. More...
 
virtual void process_effects_internal ()=0
 Processes effects according to class (monster, player) More...
 
virtual void mod_pain (int npain)
 
virtual void mod_pain_noresist (int npain)
 
virtual void set_pain (int npain)
 
virtual int get_pain () const
 
virtual int get_perceived_pain () const
 
int get_moves () const
 
void mod_moves (int nmoves)
 
void set_moves (int nmoves)
 
virtual Creatureget_killer () const
 
virtual int get_num_blocks () const
 
virtual int get_num_dodges () const
 
virtual int get_num_blocks_bonus () const
 
virtual int get_num_dodges_bonus () const
 
virtual int get_num_dodges_base () const
 
virtual int get_armor_bash_bonus () const
 
virtual int get_armor_cut_bonus () const
 
virtual int get_armor_bullet_bonus () const
 
virtual float get_melee () const =0
 
virtual float get_hit () const
 
virtual int get_hp (const bodypart_id &bp) const
 
virtual int get_hp () const
 
virtual int get_hp_max (const bodypart_id &bp) const
 
virtual int get_hp_max () const
 
virtual int hp_percentage () const =0
 
virtual bool has_flag (const m_flag) const
 
virtual bool uncanny_dodge ()
 
anatomy_id get_anatomy () const
 
void set_anatomy (anatomy_id anat)
 
bodypart_id get_random_body_part (bool main=false) const
 
std::vector< bodypart_idget_all_body_parts (bool only_main=false) const
 Returns body parts this creature have. More...
 
const std::map< bodypart_str_id, bodypart > & get_body () const
 
void set_body ()
 
bodypartget_part (const bodypart_id &id)
 
bodypart get_part (const bodypart_id &id) const
 
int get_part_hp_cur (const bodypart_id &id) const
 
int get_part_hp_max (const bodypart_id &id) const
 
int get_part_healed_total (const bodypart_id &id) const
 
void set_part_hp_cur (const bodypart_id &id, int set)
 
void set_part_hp_max (const bodypart_id &id, int set)
 
void set_part_healed_total (const bodypart_id &id, int set)
 
void mod_part_hp_cur (const bodypart_id &id, int mod)
 
void mod_part_hp_max (const bodypart_id &id, int mod)
 
void mod_part_healed_total (const bodypart_id &id, int mod)
 
void set_all_parts_hp_cur (int set)
 
void set_all_parts_hp_to_max ()
 
virtual int get_speed_base () const
 
virtual int get_speed_bonus () const
 
virtual int get_block_bonus () const
 
virtual float get_dodge_bonus () const
 
virtual float get_hit_bonus () const
 
virtual void set_num_blocks_bonus (int nblocks)
 
virtual void mod_num_dodges_bonus (int ndodges)
 
virtual void set_armor_bash_bonus (int nbasharm)
 
virtual void set_armor_cut_bonus (int ncutarm)
 
virtual void set_armor_bullet_bonus (int nbulletarm)
 
virtual void set_speed_base (int nspeed)
 
virtual void set_speed_bonus (int nspeed)
 
virtual void set_block_bonus (int nblock)
 
virtual void mod_speed_bonus (int nspeed)
 
virtual void mod_block_bonus (int nblock)
 
virtual void set_dodge_bonus (float ndodge)
 
virtual void set_hit_bonus (float nhit)
 
virtual void mod_dodge_bonus (float ndodge)
 
virtual void mod_hit_bonus (float nhit)
 
void draw (const catacurses::window &w, const point &origin, bool inverted) const
 
void draw (const catacurses::window &w, const tripoint &origin, bool inverted) const
 
void describe_infrared (std::vector< std::string > &buf) const
 Describe this creature as seen by the avatar via infrared vision. More...
 
void describe_specials (std::vector< std::string > &buf) const
 Describe this creature as detected by the avatar's special senses. More...
 
virtual void add_msg_if_player (const std::string &) const
 
virtual void add_msg_if_player (const game_message_params &, const std::string &) const
 
void add_msg_if_player (const translation &) const
 
void add_msg_if_player (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_player (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_player (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_if_npc (const std::string &) const
 
virtual void add_msg_if_npc (const game_message_params &, const std::string &) const
 
void add_msg_if_npc (const translation &) const
 
void add_msg_if_npc (const game_message_params &, const translation &) const
 
template<typename ... Args>
void add_msg_if_npc (const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const translation &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const char *const msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const std::string &msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_if_npc (const game_message_params &params, const translation &msg, Args &&... args) const
 
virtual void add_msg_player_or_npc (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_npc (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_npc (const translation &, const translation &) const
 
void add_msg_player_or_npc (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_npc (const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const char *const player_msg, const char *const npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const std::string &player_msg, const std::string &npc_msg, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_npc (const game_message_params &params, const translation &player_msg, const translation &npc_msg, Args &&... args) const
 
virtual void add_msg_player_or_say (const std::string &, const std::string &) const
 
virtual void add_msg_player_or_say (const game_message_params &, const std::string &, const std::string &) const
 
void add_msg_player_or_say (const translation &, const translation &) const
 
void add_msg_player_or_say (const game_message_params &, const translation &, const translation &) const
 
template<typename ... Args>
void add_msg_player_or_say (const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const char *const player_msg, const char *const npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const std::string &player_msg, const std::string &npc_speech, Args &&... args) const
 
template<typename ... Args>
void add_msg_player_or_say (const game_message_params &params, const translation &player_msg, const translation &npc_speech, Args &&... args) const
 
virtual nc_color basic_symbol_color () const =0
 
virtual bool is_symbol_highlighted () const
 
effects_map get_all_effects () const
 
body_part select_body_part (Creature *source, int hit_roll) const
 
std::string replace_with_npc_name (std::string input) const
 This function replaces the "<npcname>" substring with the disp_name of this creature. More...
 
- Public Member Functions inherited from visitable< Character >
VisitResponse visit_items (const std::function< VisitResponse(item *, item *)> &func)
 Traverses this object and any child items contained using a visitor pattern. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *, const item *)> &func) const
 
VisitResponse visit_items (const std::function< VisitResponse(item *)> &func)
 Lightweight version which provides only the current node. More...
 
VisitResponse visit_items (const std::function< VisitResponse(const item *)> &func) const
 
itemfind_parent (const item &it)
 Determine the immediate parent container (if any) for an item. More...
 
const itemfind_parent (const item &it) const
 
std::vector< item * > parents (const item &it)
 Returns vector of parent containers (if any) starting with the innermost. More...
 
std::vector< const item * > parents (const item &it) const
 
bool has_item (const item &it) const
 Returns true if this visitable instance contains the item. More...
 
bool has_item_with (const std::function< bool(const item &)> &filter) const
 Returns true if any item (including those within a container) matches the filter. More...
 
bool has_quality (const quality_id &qual, int level=1, int qty=1) const
 Returns true if instance has amount (or more) items of at least quality level. More...
 
int max_quality (const quality_id &qual) const
 Return maximum tool quality level provided by instance or INT_MIN if not found. More...
 
int charges_of (const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
 Count maximum available charges from this instance and any contained items. More...
 
int amount_of (const itype_id &what, bool pseudo=true, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >) const
 Count items matching id including both this instance and any contained items. More...
 
bool has_amount (const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
 Check instance provides at least qty of an item (. More...
 
std::vector< item * > items_with (const std::function< bool(const item &)> &filter)
 Returns all items (including those within a container) matching the filter. More...
 
std::vector< const item * > items_with (const std::function< bool(const item &)> &filter) const
 
std::list< itemremove_items_with (const std::function< bool(const item &)> &filter, int count=INT_MAX)
 Removes items contained by this instance which match the filter. More...
 
item remove_item (item &it)
 Removes and returns the item which must be contained by this instance. More...
 

Static Public Member Functions

static hp_part bp_to_hp (body_part bp)
 Converts a body_part to an hp_part. More...
 
static body_part hp_to_bp (hp_part hpart)
 Converts an hp_part to a body_part. More...
 
static int worn_position_to_index (int position)
 
static int floor_bedding_warmth (const tripoint &pos)
 Warmth from terrain, furniture, vehicle furniture and traps. More...
 
static int floor_item_warmth (const tripoint &pos)
 Warmth from clothing on the floor. More...
 
- Static Public Member Functions inherited from Creature
static std::string attitude_raw_string (Attitude att)
 Simplified attitude string for unlocalized needs. More...
 
static const std::pair< translation, nc_color > & get_attitude_ui_data (Attitude att)
 Creature Attitude as String and color. More...
 
static void load_hit_range (const JsonObject &)
 
static void reset_hit_range ()
 

Public Attributes

bool death_drops = true
 
bool controlling_vehicle = false
 
int str_max = 0
 
int dex_max = 0
 
int int_max = 0
 
int per_max = 0
 
int str_cur = 0
 
int dex_cur = 0
 
int int_cur = 0
 
int per_cur = 0
 
int blocks_left = 0
 
int dodges_left = 0
 
double recoil = MAX_RECOIL
 
std::string custom_profession
 
bool reach_attacking = false
 
std::vector< tripoint_abs_omtomt_path
 
pimpl< known_magicmagic
 
std::string name
 
bool male = true
 
std::list< itemworn
 
std::array< int, num_hp_partsdamage_bandaged
 
std::array< int, num_hp_partsdamage_disinfected
 
bool nv_cached = false
 
bool in_vehicle = false
 
bool hauling = false
 
player_activity stashed_outbounds_activity
 
player_activity stashed_outbounds_backlog
 
player_activity activity
 
std::list< player_activitybacklog
 
cata::optional< tripointdestination_point
 
inventory inv
 
itype_id last_item
 
item weapon
 
int scent = 0
 
pimpl< bionic_collectionmy_bionics
 
pimpl< character_martial_artsmartial_arts_data
 
stomach_contents stomach
 
std::list< consumption_eventconsumption_history
 
int oxygen = 0
 
int tank_plut = 0
 
int reactor_plut = 0
 
int slow_rad = 0
 
int focus_pool = 0
 
int cash = 0
 
std::set< character_idfollower_ids
 
weak_ptr_fast< Creaturelast_target
 
cata::optional< tripointlast_target_pos
 
item_location ammo_location
 
std::set< tripoint_abs_omtcamps
 
time_point cached_time
 
std::vector< addictionaddictions
 
shared_ptr_fast< monstermounted_creature
 
int mounted_creature_id = 0
 
int activity_vehicle_part_index = -1
 
std::array< int, num_hp_partshealed_total
 
std::map< std::string, int > mutation_category_level
 
std::array< int, num_bptemp_cur
 
std::array< int, num_bpfrostbite_timer
 
std::array< int, num_bptemp_conv
 
std::array< int, num_bpbody_wetness
 
std::array< int, num_bpdrench_capacity
 
time_point next_climate_control_check
 
bool last_climate_control_ret = false
 
- Public Attributes inherited from Creature
FacingDirection facing = FD_RIGHT
 return the direction the creature is facing, for sdl horizontal flip More...
 
int moves = 0
 
bool underwater = false
 

Static Public Attributes

static const std::vector< material_idfleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
 
- Static Public Attributes inherited from Creature
static const std::map< std::string, m_sizesize_map
 
static const std::set< material_idcmat_flesh
 
static const std::set< material_idcmat_fleshnveg
 
static const std::set< material_idcmat_flammable
 
static const std::set< material_idcmat_flameres
 
static std::vector< int > dispersion_for_even_chance_of_good_hit = default_dispersion_for_ecogh
 

Protected Member Functions

void do_skill_rust ()
 
void apply_mods (const trait_id &mut, bool add_remove)
 Applies stat mods to character. More...
 
std::array< encumbrance_data, num_bpcalc_encumbrance () const
 Recalculate encumbrance for all body parts. More...
 
std::array< encumbrance_data, num_bpcalc_encumbrance (const item &new_item) const
 Recalculate encumbrance for all body parts as if new_item was also worn. More...
 
void mut_cbm_encumb (std::array< encumbrance_data, num_bp > &vals) const
 Applies encumbrance from mutations and bionics only. More...
 
std::list< item >::iterator position_to_wear_new_item (const item &new_item)
 Return the position in the worn list where new_item would be put by default. More...
 
void item_encumb (std::array< encumbrance_data, num_bp > &vals, const item &new_item) const
 Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items. More...
 
void on_damage_of_type (int adjusted_damage, damage_type type, const bodypart_id &bp) override
 
 Character ()
 
 Character (Character &&)
 
Characteroperator= (Character &&)
 
void store (JsonOut &json) const
 Load variables from json into object. More...
 
void load (const JsonObject &data)
 Gather variables for saving. More...
 
- Protected Member Functions inherited from Creature
void set_killer (Creature *killer)
 
virtual void process_one_effect (effect &e, bool is_new)=0
 Processes one effect on the Creature. More...
 
 Creature ()
 
 Creature (const Creature &)=default
 
 Creature (Creature &&)=default
 
Creatureoperator= (const Creature &)=default
 
Creatureoperator= (Creature &&)=default
 
void store (JsonOut &jsout) const
 These two functions are responsible for storing and loading the members of this class to/from json data. More...
 
void load (const JsonObject &jsin)
 

Protected Attributes

std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bpmut_drench
 
tripoint position
 
int str_bonus = 0
 Bonuses to stats, calculated each turn. More...
 
int dex_bonus = 0
 
int per_bonus = 0
 
int int_bonus = 0
 
int healthy = 0
 How healthy the character is. More...
 
int healthy_mod = 0
 
int init_age = 25
 age in years at character creation More...
 
int init_height = 175
 height at character creation More...
 
m_size size_class = MS_MEDIUM
 Size class of character. More...
 
trap_map known_traps
 
std::array< encumbrance_data, num_bpencumbrance_cache
 
std::map< std::string, double > cached_info
 
bool bio_soporific_powered_at_last_sleep_check = false
 
time_point last_sleep_check = calendar::turn_zero
 last time we checked for sleep More...
 
std::map< faction_id, std::pair< int, time_point > > warning_record
 warnings from a faction about bad behavior More...
 
std::unordered_map< trait_id, trait_datamy_mutations
 Traits / mutations of the character. More...
 
std::unordered_set< trait_idmy_traits
 Contains mutation ids of the base traits. More...
 
std::vector< const mutation_branch * > cached_mutations
 Pointers to mutation branches in my_mutations. More...
 
pimpl< SkillLevelMap_skills
 
std::bitset< NUM_VISION_MODESvision_mode_cache
 
float nv_range = 0
 
int sight_max = 0
 
time_point time_died = calendar::before_time_starts
 
pimpl< pathfinding_settingspath_settings
 Cache for pathfinding settings. More...
 
int faction_api_version = 2
 
faction_id fac_id
 
factionmy_fac = nullptr
 
character_movemode move_mode = CMM_WALK
 
std::map< vitamin_id, int > vitamin_levels
 Current deficiency/excess quantity for each vitamin. More...
 
pimpl< player_moralemorale
 
pimpl< enchantmentenchantment_cache
 
std::unordered_map< point_abs_omt, time_durationovermap_time
 Amount of time the player has spent in each overmap tile. More...
 
- Protected Attributes inherited from Creature
Creaturekiller = nullptr
 
pimpl< effects_mapeffects
 
std::unordered_map< std::string, std::string > values
 
int num_blocks = 0
 
int num_dodges = 0
 
int num_blocks_bonus = 0
 
int num_dodges_bonus = 0
 
int armor_bash_bonus = 0
 
int armor_cut_bonus = 0
 
int armor_bullet_bonus = 0
 
int speed_base = 0
 
int speed_bonus = 0
 
float dodge_bonus = 0.0
 
int block_bonus = 0
 
float hit_bonus = 0.0
 
bool fake = false
 

Private Member Functions

bool valid_aoe_technique (Creature &t, const ma_technique &technique)
 Check if an area-of-effect technique has valid targets. More...
 
bool valid_aoe_technique (Creature &t, const ma_technique &technique, std::vector< Creature * > &targets)
 
int get_mod (const trait_id &mut, const std::string &arg) const
 Retrieves a stat mod of a mutation. More...
 
void apply_skill_boost ()
 Applies skill-based boosts to stats. More...
 
void old_mutate ()
 
void suffer_water_damage (const mutation_branch &mdata)
 suffer() subcalls More...
 
void suffer_mutation_power (const mutation_branch &mdata, Character::trait_data &tdata)
 
void suffer_while_underwater ()
 
void suffer_from_addictions ()
 
void suffer_while_awake (int current_stim)
 
void suffer_from_chemimbalance ()
 
void suffer_from_schizophrenia ()
 
void suffer_from_asthma (int current_stim)
 
void suffer_from_pain ()
 
void suffer_in_sunlight ()
 
void suffer_from_sunburn ()
 
void suffer_from_other_mutations ()
 
void suffer_from_radiation ()
 
void suffer_from_bad_bionics ()
 
void suffer_from_artifacts ()
 
void suffer_from_stimulants (int current_stim)
 
void suffer_without_sleep (int sleep_deprivation)
 
bool is_visible_in_range (const Creature &critter, int range) const
 Check whether the other creature is in range and can be seen by this creature. More...
 

Private Attributes

player_activity destination_activity
 
character_id id
 
units::energy power_level
 
units::energy max_power_level
 
int stored_calories = 0
 Needs (hunger, starvation, thirst, fatigue, etc.) More...
 
int thirst = 0
 
int stamina = 0
 
int fatigue = 0
 
int sleep_deprivation = 0
 
bool check_encumbrance = true
 
int stim = 0
 
int pkill = 0
 
int radiation = 0
 
std::vector< tripointauto_move_route
 
cata::optional< tripointnext_expected_position
 
scenttype_id type_of_scent
 
struct weighted_int_list< std::string > melee_miss_reasons
 
int cached_moves = 0
 
tripoint cached_position
 
inventory cached_crafting_inventory
 

Additional Inherited Members

Detailed Description

Definition at line 259 of file character.h.

Member Typedef Documentation

◆ trap_map

using Character::trap_map = std::map<tripoint, std::string>

Definition at line 2059 of file character.h.

Member Enumeration Documentation

◆ comfort_level

enum class Character::comfort_level
strong
Enumerator
impossible 
uncomfortable 
neutral 
slightly_comfortable 
comfortable 
very_comfortable 

Definition at line 288 of file character.h.

288 {
289 impossible = -999,
290 uncomfortable = -7,
291 neutral = 0,
292 slightly_comfortable = 3,
293 comfortable = 5,
294 very_comfortable = 10
295 };

◆ water_tolerance

Enumerator
WT_IGNORED 
WT_NEUTRAL 
WT_GOOD 
NUM_WATER_TOLERANCE 

Definition at line 832 of file character.h.

832 {
833 WT_IGNORED = 0,
835 WT_GOOD,
837 };
@ WT_NEUTRAL
Definition: character.h:834
@ WT_IGNORED
Definition: character.h:833
@ NUM_WATER_TOLERANCE
Definition: character.h:836

Constructor & Destructor Documentation

◆ Character() [1/3]

Character::Character ( const Character )
delete

◆ ~Character()

Character::~Character ( )
overridedefault

◆ Character() [2/3]

Character::Character ( )
protected

Definition at line 388 of file character.cpp.

388 :
390 damage_bandaged( {{ 0 }} ),
391 damage_disinfected( {{ 0 }} ),
393 id( -1 ),
396{
397 str_max = 0;
398 dex_max = 0;
399 per_max = 0;
400 int_max = 0;
401 str_cur = 0;
402 dex_cur = 0;
403 per_cur = 0;
404 int_cur = 0;
405 str_bonus = 0;
406 dex_bonus = 0;
407 per_bonus = 0;
408 int_bonus = 0;
409 healthy = 0;
410 healthy_mod = 0;
411 thirst = 0;
412 fatigue = 0;
414 set_rad( 0 );
415 tank_plut = 0;
416 reactor_plut = 0;
417 slow_rad = 0;
418 set_stim( 0 );
419 set_stamina( 10000 ); //Temporary value for stamina. It will be reset later from external json option.
420 set_anatomy( anatomy_id("human_anatomy") );
421 update_type_of_scent( true );
422 pkill = 0;
425 healed_total = { { 0, 0, 0, 0, 0, 0 } };
426
427 name.clear();
428 custom_profession.clear();
429
430 *path_settings = pathfinding_settings{ 0, 1000, 1000, 0, true, true, true, false, true };
431
434 temp_cur.fill( BODYTEMP_NORM );
435 frostbite_timer.fill( 0 );
436 temp_conv.fill( BODYTEMP_NORM );
437
438 body_wetness.fill( 0 );
439
452}
string_id< anatomy > anatomy_id
Definition: anatomy.h:14
@ bp_foot_l
Definition: bodypart.h:50
@ bp_leg_r
Definition: bodypart.h:49
@ bp_eyes
Definition: bodypart.h:42
@ bp_hand_l
Definition: bodypart.h:46
@ bp_arm_l
Definition: bodypart.h:44
@ bp_leg_l
Definition: bodypart.h:48
@ bp_hand_r
Definition: bodypart.h:47
@ bp_head
Definition: bodypart.h:41
@ bp_torso
Definition: bodypart.h:40
@ bp_mouth
Definition: bodypart.h:43
@ bp_foot_r
Definition: bodypart.h:51
@ bp_arm_r
Definition: bodypart.h:45
@ CMM_WALK
Definition: character.h:97
bool last_climate_control_ret
Definition: character.h:2276
character_movemode move_mode
Definition: character.h:2188
int str_max
Definition: character.h:299
std::array< int, num_bp > frostbite_timer
Definition: character.h:2271
void update_type_of_scent(bool init=false)
Definition: character.cpp:8704
int str_cur
Definition: character.h:304
int str_bonus
Bonuses to stats, calculated each turn.
Definition: character.h:2117
int dex_cur
Definition: character.h:305
std::array< int, num_bp > temp_conv
Definition: character.h:2271
int max_stored_kcal() const
Definition: character.cpp:4301
int per_max
Definition: character.h:302
void set_stim(int new_stim)
Definition: character.cpp:7147
void set_stamina(int new_stamina)
Definition: character.cpp:7189
std::string name
Definition: character.h:1568
std::array< int, num_bp > body_wetness
Definition: character.h:2272
time_point next_climate_control_check
Definition: character.h:2275
int stored_calories
Needs (hunger, starvation, thirst, fatigue, etc.)
Definition: character.h:2236
int per_bonus
Definition: character.h:2119
time_point cached_time
Definition: character.h:1608
std::string custom_profession
Definition: character.h:620
int dex_bonus
Definition: character.h:2118
pimpl< pathfinding_settings > path_settings
Cache for pathfinding settings.
Definition: character.h:2177
std::array< int, num_hp_parts > damage_bandaged
Definition: character.h:1572
character_id id
Definition: character.h:2230
int healthy
How healthy the character is.
Definition: character.h:2123
int sleep_deprivation
Definition: character.h:2242
int int_cur
Definition: character.h:306
int int_max
Definition: character.h:301
int reactor_plut
Definition: character.h:1596
int fatigue
Definition: character.h:2241
std::array< int, num_bp > drench_capacity
Definition: character.h:2273
std::array< int, num_bp > temp_cur
Definition: character.h:2271
void initialize_stomach_contents()
Definition: stomach.cpp:195
std::array< int, num_hp_parts > healed_total
Definition: character.h:1783
void set_rad(int new_rad)
Definition: character.cpp:7162
int slow_rad
Definition: character.h:1597
int per_cur
Definition: character.h:307
int tank_plut
Definition: character.h:1595
int healthy_mod
Definition: character.h:2124
int dex_max
Definition: character.h:300
int thirst
Definition: character.h:2238
cata::optional< tripoint > next_expected_position
Definition: character.h:2252
int int_bonus
Definition: character.h:2120
std::array< int, num_hp_parts > damage_disinfected
Definition: character.h:1572
void set_anatomy(anatomy_id anat)
Definition: creature.cpp:1516
const time_point before_time_starts
A time point that is always before the current turn, even when the game has just started.
Definition: calendar.cpp:25
static constexpr nullopt_t nullopt
Definition: optional.h:22
static constexpr int BODYTEMP_NORM
Level 1 hotness.
Definition: weather.h:36

◆ Character() [3/3]

Character::Character ( Character &&  )
protecteddefault

Member Function Documentation

◆ absorb_hit()

void Character::absorb_hit ( const bodypart_id bp,
damage_instance dam 
)
overridevirtual

Runs through all bionics and armor on a part and reduces damage through their armor_absorb.

Implements Creature.

Definition at line 8130 of file character.cpp.

8131{
8132 std::list<item> worn_remains;
8133 bool armor_destroyed = false;
8134
8135 for( damage_unit &elem : dam.damage_units ) {
8136 if( elem.amount < 0 ) {
8137 // Prevents 0 damage hits (like from hallucinations) from ripping armor
8138 elem.amount = 0;
8139 continue;
8140 }
8141
8142 // The bio_ads CBM absorbs percentage melee damage and ranged damage (where possible) after armour.
8143 if( has_active_bionic( bio_ads ) && ( elem.amount > 0 ) && ( elem.type == DT_BASH ||
8144 elem.type == DT_CUT || elem.type == DT_STAB || elem.type == DT_BULLET ) ) {
8145 float elem_multi = 1;
8146 // HACK: In the future this hopefully gets streamlined.
8147 const auto &all_bionics = get_bionics();
8148 size_t index;
8149 for( index = 0; index < all_bionics.size(); index++ ) {
8150 if( all_bionics[index] == bio_ads ) {
8151 break;
8152 }
8153 }
8154 bionic &bio = bionic_at_index( index );
8155 // HACK: Halves charge rate when hit for the next 3 turns, doesn't stack. See bionics.cpp for more information.
8156 bio.charge_timer = 6;
8157 // Bullet affected significantly more than stab, stab more than cut, cut more than bash.
8158 if( elem.type == DT_BASH ) {
8159 elem_multi = 0.8;
8160 } else if( elem.type == DT_CUT ) {
8161 elem_multi = 0.7;
8162 } else if( elem.type == DT_STAB ) {
8163 elem_multi = 0.55;
8164 } else if( elem.type == DT_BULLET ) {
8165 elem_multi = 0.25;
8166 }
8167 units::energy ads_cost = elem.amount * 500_J;
8168 if( bio.energy_stored >= ads_cost ) {
8169 dam.mult_damage( elem_multi );
8170 bio.energy_stored -= ads_cost;
8171 } else if( bio.energy_stored < ads_cost && bio.energy_stored != 0_kJ ) {
8172 // If you get hit and you lack energy it either deactivates, or deactivates and shorts out.
8173 // Either way you still get protection.
8174 dam.mult_damage( elem_multi );
8175 bio.energy_stored = 0_kJ;
8176 deactivate_bionic( index );
8177 const units::energy shatter_thresh = ( elem.type == DT_BULLET ) ? 20_kJ : 15_kJ;
8178 if( ads_cost >= shatter_thresh ) {
8179 if( bio.incapacitated_time == 0_turns ) {
8180 add_msg_if_player( m_bad, _( "Your forcefield shatters and the feedback shorts out the %s!" ),
8181 bio.info().name );
8182 }
8183 int over = units::to_kilojoule( ads_cost - ( shatter_thresh - 5_kJ ) );
8184 bio.incapacitated_time += ( ( over / 5 ) ) * 1_turns;
8185 } else {
8186 add_msg_if_player( m_bad, _( "Your forcefield crackles and the %s powers down." ),
8187 bio.info().name );
8188 }
8189 } else {
8190 //You tried to (re)activate it and immediately enter combat, no mitigation for you.
8191 deactivate_bionic( index );
8192 add_msg_if_player( m_bad, _( "The %s is interrupted and powers down." ), bio.info().name );
8193 }
8194 }
8195
8196 armor_enchantment_adjust( *this, elem );
8197
8198 // Only the outermost armor can be set on fire
8199 bool outermost = true;
8200 // The worn vector has the innermost item first, so
8201 // iterate reverse to damage the outermost (last in worn vector) first.
8202 for( auto iter = worn.rbegin(); iter != worn.rend(); ) {
8203 item &armor = *iter;
8204
8205 if( !armor.covers( bp->token ) ) {
8206 ++iter;
8207 continue;
8208 }
8209
8210 const std::string pre_damage_name = armor.tname();
8211 bool destroy = false;
8212
8213 item_armor_enchantment_adjust( *this, elem, armor );
8214 // Heat damage can set armor on fire
8215 // Even though it doesn't cause direct physical damage to it
8216 if( outermost && elem.type == DT_HEAT && elem.amount >= 1.0f ) {
8217 // TODO: Different fire intensity values based on damage
8218 fire_data frd{ 2 };
8219 destroy = armor.burn( frd );
8220 int fuel = roll_remainder( frd.fuel_produced );
8221 if( fuel > 0 ) {
8222 add_effect( effect_onfire, time_duration::from_turns( fuel + 1 ), bp->token, 0, false, true );
8223 }
8224 }
8225
8226 if( !destroy ) {
8227 destroy = armor_absorb( elem, armor );
8228 }
8229
8230 if( destroy ) {
8231 if( g->u.sees( *this ) ) {
8232 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ),
8233 m_neutral, _( "destroyed" ), m_info );
8234 }
8235 destroyed_armor_msg( *this, pre_damage_name );
8236 armor_destroyed = true;
8237 armor.on_takeoff( *this );
8238 for( const item *it : armor.contents.all_items_top() ) {
8239 worn_remains.push_back( *it );
8240 }
8241 // decltype is the type name of the iterator, note that reverse_iterator::base returns the
8242 // iterator to the next element, not the one the revers_iterator points to.
8243 // http://stackoverflow.com/questions/1830158/how-to-call-erase-with-a-reverse-iterator
8244 iter = decltype( iter )( worn.erase( --( iter.base() ) ) );
8245 } else {
8246 ++iter;
8247 outermost = false;
8248 }
8249 }
8250
8251 passive_absorb_hit( bp, elem );
8252
8253 if( elem.type == DT_BASH ) {
8254 if( has_trait( trait_LIGHT_BONES ) ) {
8255 elem.amount *= 1.4;
8256 }
8257 if( has_trait( trait_HOLLOW_BONES ) ) {
8258 elem.amount *= 1.8;
8259 }
8260 }
8261
8262 elem.amount = std::max( elem.amount, 0.0f );
8263 }
8264 for( item &remain : worn_remains ) {
8265 g->m.add_item_or_charges( pos(), remain );
8266 }
8267 if( armor_destroyed ) {
8269 }
8270}
static const trait_id trait_HOLLOW_BONES("HOLLOW_BONES")
static void item_armor_enchantment_adjust(Character &guy, damage_unit &du, item &armor)
Definition: character.cpp:8056
static void destroyed_armor_msg(Character &who, const std::string &pre_damage_name)
Definition: character.cpp:8042
static const bionic_id bio_ads("bio_ads")
static void armor_enchantment_adjust(Character &guy, damage_unit &du)
Definition: character.cpp:8094
static const trait_id trait_LIGHT_BONES("LIGHT_BONES")
static const efftype_id effect_onfire("onfire")
bionic & bionic_at_index(int i)
Returns the bionic at a given index in my_bionics[].
Definition: bionics.cpp:2655
int posx() const override
Definition: character.h:838
int posy() const override
Definition: character.h:841
std::list< item > worn
Definition: character.h:1571
bool armor_absorb(damage_unit &du, item &armor)
Reduces and mutates du, prints messages about armor taking damage.
Definition: character.cpp:8272
bool deactivate_bionic(int b, bool eff_only=false)
Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.
Definition: bionics.cpp:1064
void drop_invalid_inventory()
Definition: character.cpp:3179
void passive_absorb_hit(const bodypart_id &bp, damage_unit &du) const
Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.
Definition: character.cpp:8023
const tripoint & pos() const override
Definition: character.cpp:707
std::vector< bionic_id > get_bionics() const
Definition: character.cpp:1857
bool has_trait(const trait_id &b) const override
Returns true if the player has the entered trait.
Definition: mutation.cpp:103
bool has_active_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id and it is powered on.
Definition: character.cpp:1876
void add_effect(const effect &eff, bool force=false, bool deferred=false)
Definition: creature.cpp:974
virtual void add_msg_if_player(const std::string &) const
Definition: creature.h:593
std::list< item * > all_items_top()
returns a list of pointers to all top-level items
Definition: item.h:176
item_contents contents
Definition: item.h:2157
std::string tname(unsigned int quantity=1, bool with_prefix=true, unsigned int truncate=0) const
Return the (translated) item name.
Definition: item.cpp:4440
void on_takeoff(Character &p)
Callback when a character takes off an item.
Definition: item.cpp:4283
bool burn(fire_data &frd)
Burns the item.
Definition: item.cpp:8118
bool covers(body_part bp) const
Whether this item (when worn) covers the given body part.
Definition: item.cpp:740
void add(const point &pos, direction p_oDir, const std::string &p_sText, game_message_type p_gmt, const std::string &p_sText2="", game_message_type p_gmt2=m_neutral, const std::string &p_sType="")
Definition: output.cpp:1757
static constexpr time_duration from_turns(const T t)
Named constructors to get a duration representing a multiple of the named time units.
Definition: calendar.h:204
@ DT_STAB
Definition: damage.h:27
@ DT_BASH
Definition: damage.h:24
@ DT_CUT
Definition: damage.h:25
@ DT_BULLET
Definition: damage.h:31
@ DT_HEAT
Definition: damage.h:28
@ m_neutral
Definition: enums.h:260
@ m_info
Definition: enums.h:258
@ m_bad
Definition: enums.h:254
std::unique_ptr< game > g
Definition: game.cpp:267
constexpr value_type to_kilojoule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:46
std::string remove_color_tags(const std::string &s)
Removes the color tags from the input string.
Definition: output.cpp:145
scrollingcombattext SCT
Definition: output.cpp:65
int roll_remainder(double value)
Definition: rng.cpp:96
translation name
Definition: bionics.h:34
const bionic_data & info() const
Definition: bionics.h:168
int charge_timer
Definition: bionics.h:151
units::energy energy_stored
Definition: bionics.h:161
time_duration incapacitated_time
Definition: bionics.h:159
std::vector< damage_unit > damage_units
Definition: damage.h:52
void mult_damage(double multiplier, bool pre_armor=false)
Definition: damage.cpp:48
float amount
Definition: damage.h:37
damage_type type
Definition: damage.h:36
Contains the state of a fire in one tile on one turn.
Definition: fire.h:18
Definition: point.h:35
#define _(msg)
Definition: translations.h:116

References _, scrollingcombattext::add(), Creature::add_effect(), Creature::add_msg_if_player(), item_contents::all_items_top(), damage_unit::amount, armor_absorb(), armor_enchantment_adjust(), bio_ads, bionic_at_index(), item::burn(), bionic::charge_timer, item::contents, item::covers(), damage_instance::damage_units, deactivate_bionic(), destroyed_armor_msg(), drop_invalid_inventory(), DT_BASH, DT_BULLET, DT_CUT, DT_HEAT, DT_STAB, effect_onfire, bionic::energy_stored, time_duration::from_turns(), g, get_bionics(), has_active_bionic(), has_trait(), bionic::incapacitated_time, bionic::info(), item_armor_enchantment_adjust(), m_bad, m_info, m_neutral, damage_instance::mult_damage(), bionic_data::name, NORTH, item::on_takeoff(), passive_absorb_hit(), pos(), posx(), posy(), remove_color_tags(), roll_remainder(), SCT, item::tname(), units::to_kilojoule(), trait_HOLLOW_BONES, trait_LIGHT_BONES, damage_unit::type, and worn.

◆ action_taken()

void Character::action_taken ( )

Called after every action, invalidates player caches.

Definition at line 868 of file character.cpp.

869{
870 nv_cached = false;
871}
bool nv_cached
Definition: character.h:1573

References nv_cached.

Referenced by game::do_turn().

◆ activate_bionic()

bool Character::activate_bionic ( int  b,
bool  eff_only = false 
)

Handles bionic activation effects of the entered bionic, returns if anything activated.

Definition at line 531 of file bionics.cpp.

532{
533 bionic &bio = ( *my_bionics )[b];
534 const bool mounted = is_mounted();
535 if( bio.incapacitated_time > 0_turns ) {
536 add_msg( m_info, _( "Your %s is shorting out and can't be activated." ),
537 bio.info().name );
538 return false;
539 }
540
541 // eff_only means only do the effect without messing with stats or displaying messages
542 if( !eff_only ) {
543 if( bio.powered ) {
544 // It's already on!
545 return false;
546 }
547 if( !enough_power_for( bio.id ) ) {
548 add_msg_if_player( m_info, _( "You don't have the power to activate your %s." ),
549 bio.info().name );
550 return false;
551 }
552
553 // HACK: burn_fuel() doesn't check for available fuel in remote source on start.
554 // If CBM is successfully activated, the check will occur when it actually tries to draw power
555 if( !bio.info().is_remote_fueled ) {
556 if( !burn_fuel( b, true ) ) {
557 return false;
558 }
559 }
560
561 // We can actually activate now, do activation-y things
563
564 bio.powered = bio.info().has_flag( flag_BIONIC_TOGGLED ) || bio.info().charge_time > 0;
565
566 if( bio.info().charge_time > 0 ) {
567 bio.charge_timer = bio.info().charge_time;
568 }
569 if( !bio.id->enchantments.empty() ) {
571 }
572 }
573
574 auto add_msg_activate = [&]() {
575 if( !eff_only && !bio.is_auto_start_keep_full() ) {
576 add_msg_if_player( m_info, _( "You activate your %s." ), bio.info().name );
577 }
578 };
579 auto refund_power = [&]() {
580 if( !eff_only ) {
582 }
583 };
584
585 item tmp_item;
586 const w_point &weatherPoint = get_weather().get_precise();
587
588 // On activation effects go here
589 if( bio.info().has_flag( flag_BIONIC_GUN ) ) {
590 add_msg_activate();
591 refund_power(); // Power usage calculated later, in avatar_action::fire
593 bio.info().power_activate );
594 } else if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
596 add_msg_if_player( m_info, _( "Deactivate your %s first!" ), weapon.tname() );
597 refund_power();
598 bio.powered = false;
599 return false;
600 }
601
602 if( !weapon.is_null() ) {
603 const std::string query = string_format( _( "Stop wielding %s?" ), weapon.tname() );
604 if( !dispose_item( item_location( *this, &weapon ), query ) ) {
605 refund_power();
606 bio.powered = false;
607 return false;
608 }
609 }
610
611 add_msg_activate();
612 weapon = item( bio.info().fake_item );
613 weapon.invlet = '#';
614 if( bio.ammo_count > 0 ) {
617 }
618 } else if( bio.id == bio_ears && has_active_bionic( bio_earplugs ) ) {
619 add_msg_activate();
620 for( bionic &bio : *my_bionics ) {
621 if( bio.id == bio_earplugs ) {
622 bio.powered = false;
623 add_msg_if_player( m_info, _( "Your %s automatically turn off." ),
624 bio.info().name );
625 }
626 }
627 } else if( bio.id == bio_earplugs && has_active_bionic( bio_ears ) ) {
628 add_msg_activate();
629 for( bionic &bio : *my_bionics ) {
630 if( bio.id == bio_ears ) {
631 bio.powered = false;
632 add_msg_if_player( m_info, _( "Your %s automatically turns off." ),
633 bio.info().name );
634 }
635 }
636 } else if( bio.id == bio_evap ) {
637 add_msg_activate();
638 const w_point &weatherPoint = get_weather().get_precise();
639 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
640 g->is_sheltered( g->u.pos() ) );
641 // thirst units = 5 mL
642 int water_available = std::lround( humidity * 3.0 / 100.0 );
643 if( water_available == 0 ) {
644 bio.powered = false;
645 add_msg_if_player( m_bad, _( "There is not enough humidity in the air for your %s to function." ),
646 bio.info().name );
647 return false;
648 } else if( water_available == 1 ) {
650 _( "Your %s issues a low humidity warning. Efficiency will be reduced." ),
651 bio.info().name );
652 }
653 } else if( bio.id == bio_tools ) {
654 add_msg_activate();
656 } else if( bio.id == bio_cqb ) {
657 add_msg_activate();
658 const avatar *you = as_avatar();
659 if( you && !martial_arts_data->pick_style( *you ) ) {
660 bio.powered = false;
661 add_msg_if_player( m_info, _( "You change your mind and turn it off." ) );
662 return false;
663 }
664 } else if( bio.id == bio_resonator ) {
665 add_msg_activate();
666 //~Sound of a bionic sonic-resonator shaking the area
667 sounds::sound( pos(), 30, sounds::sound_t::combat, _( "VRRRRMP!" ), false, "bionic",
668 static_cast<std::string>( bio_resonator ) );
669 for( const tripoint &bashpoint : g->m.points_in_radius( pos(), 1 ) ) {
670 g->m.bash( bashpoint, 110 );
671 // Multibash effect, so that doors &c will fall
672 g->m.bash( bashpoint, 110 );
673 g->m.bash( bashpoint, 110 );
674 }
675
676 mod_moves( -100 );
677 } else if( bio.id == bio_time_freeze ) {
678 if( mounted ) {
679 refund_power();
680 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
681 return false;
682 }
683 add_msg_activate();
684
686 set_power_level( 0_kJ );
687 add_msg_if_player( m_good, _( "Your speed suddenly increases!" ) );
688 if( one_in( 3 ) ) {
689 add_msg_if_player( m_bad, _( "Your muscles tear with the strain." ) );
690 apply_damage( nullptr, bodypart_id( "arm_l" ), rng( 5, 10 ) );
691 apply_damage( nullptr, bodypart_id( "arm_r" ), rng( 5, 10 ) );
692 apply_damage( nullptr, bodypart_id( "leg_l" ), rng( 7, 12 ) );
693 apply_damage( nullptr, bodypart_id( "leg_r" ), rng( 7, 12 ) );
694 apply_damage( nullptr, bodypart_id( "torso" ), rng( 5, 15 ) );
695 }
696 if( one_in( 5 ) ) {
697 add_effect( effect_teleglow, rng( 5_minutes, 40_minutes ) );
698 }
699 } else if( bio.id == bio_teleport ) {
700 if( mounted ) {
701 refund_power();
702 add_msg_if_player( m_info, _( "You cannot activate %s while mounted." ), bio.info().name );
703 return false;
704 }
705 add_msg_activate();
706
707 teleport::teleport( *this );
708 add_effect( effect_teleglow, 30_minutes );
709 mod_moves( -100 );
710 } else if( bio.id == bio_blood_anal ) {
711 add_msg_activate();
713 } else if( bio.id == bio_blood_filter ) {
714 add_msg_activate();
715 static const std::vector<efftype_id> removable = {{
723 }
724 };
725
726 for( const auto &eff : removable ) {
727 remove_effect( eff );
728 }
729 // Purging the substance won't remove the fatigue it caused
732 set_painkiller( 0 );
733 set_stim( 0 );
734 mod_moves( -100 );
735 } else if( bio.id == bio_torsionratchet ) {
736 add_msg_activate();
737 add_msg_if_player( m_info, _( "Your torsion ratchet locks onto your joints." ) );
738 } else if( bio.id == bio_jointservo ) {
739 add_msg_activate();
740 add_msg_if_player( m_info, _( "You can now run faster, assisted by joint servomotors." ) );
741 } else if( bio.id == bio_lighter ) {
742 const cata::optional<tripoint> pnt = choose_adjacent( _( "Start a fire where?" ) );
743 if( pnt && g->m.is_flammable( *pnt ) ) {
744 add_msg_activate();
745 g->m.add_field( *pnt, fd_fire, 1 );
746 mod_moves( -100 );
747 } else {
748 refund_power();
749 add_msg_if_player( m_info, _( "There's nothing to light there." ) );
750 return false;
751 }
752 } else if( bio.id == bio_geiger ) {
753 add_msg_activate();
754 add_msg_if_player( m_info, _( "Your radiation level: %d" ), get_rad() );
755 } else if( bio.id == bio_radscrubber ) {
756 add_msg_activate();
757 if( get_rad() > 4 ) {
758 mod_rad( -5 );
759 } else {
760 set_rad( 0 );
761 }
762 } else if( bio.id == bio_adrenaline ) {
763 add_msg_activate();
765 add_msg_if_player( m_bad, _( "Safeguards kick in, and the bionic refuses to activate!" ) );
766 refund_power();
767 return false;
768 } else {
769 add_msg_activate();
770 add_effect( effect_adrenaline, 20_minutes );
771 }
772 } else if( bio.id == bio_emp ) {
773 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Create an EMP where?" ) ) ) {
774 add_msg_activate();
776 mod_moves( -100 );
777 } else {
778 refund_power();
779 return false;
780 }
781 } else if( bio.id == bio_hydraulics ) {
782 add_msg_activate();
783 add_msg_if_player( m_good, _( "Your muscles hiss as hydraulic strength fills them!" ) );
784 //~ Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
785 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
786 static_cast<std::string>( bio_hydraulics ) );
787 } else if( bio.id == bio_water_extractor ) {
788 bool no_target = true;
789 bool extracted = false;
790 for( item &it : g->m.i_at( pos() ) ) {
791 static const auto volume_per_water_charge = 500_ml;
792 if( it.is_corpse() ) {
793 const int avail = it.get_var( "remaining_water", it.volume() / volume_per_water_charge );
794 if( avail > 0 ) {
795 no_target = false;
796 if( query_yn( _( "Extract water from the %s" ),
797 colorize( it.tname(), it.color_in_inventory() ) ) ) {
798 item water( itype_water_clean, calendar::turn, avail );
799 if( liquid_handler::consume_liquid( water ) ) {
800 add_msg_activate();
801 extracted = true;
802 it.set_var( "remaining_water", static_cast<int>( water.charges ) );
803 }
804 break;
805 }
806 }
807 }
808 }
809 if( no_target ) {
810 add_msg_if_player( m_bad, _( "There is no suitable corpse on this tile." ) );
811 }
812 if( !extracted ) {
813 refund_power();
814 return false;
815 }
816 } else if( bio.id == bio_magnet ) {
817 add_msg_activate();
818 static const std::set<material_id> affected_materials =
819 { material_id( "iron" ), material_id( "steel" ) };
820 // Remember all items that will be affected, then affect them
821 // Don't "snowball" by affecting some items multiple times
822 std::vector<std::pair<item, tripoint>> affected;
823 const units::mass weight_cap = weight_capacity();
824 for( const tripoint &p : g->m.points_in_radius( pos(), 10 ) ) {
825 if( p == pos() || !g->m.has_items( p ) || g->m.has_flag( flag_SEALED, p ) ) {
826 continue;
827 }
828
829 map_stack stack = g->m.i_at( p );
830 for( auto it = stack.begin(); it != stack.end(); it++ ) {
831 if( it->weight() < weight_cap &&
832 it->made_of_any( affected_materials ) ) {
833 affected.emplace_back( std::make_pair( *it, p ) );
834 stack.erase( it );
835 break;
836 }
837 }
838 }
839
840 for( const std::pair<item, tripoint> &pr : affected ) {
841 projectile proj;
842 proj.speed = 50;
843 proj.impact = damage_instance::physical( pr.first.weight() / 250_gram, 0, 0, 0 );
844 // make the projectile stop one tile short to prevent hitting the player
845 proj.range = rl_dist( pr.second, pos() ) - 1;
846 static const std::set<ammo_effect_str_id> ammo_effects = {{
847 ammo_effect_str_id( "NO_ITEM_DAMAGE" ),
848 ammo_effect_str_id( "DRAW_AS_LINE" ),
849 ammo_effect_str_id( "NO_DAMAGE_SCALING" ),
850 ammo_effect_str_id( "JET" ),
851 }
852 };
853 for( const auto &eff : ammo_effects ) {
854 proj.add_effect( eff );
855 }
856
858 proj, pr.second, pos(), dispersion_sources{ 0 }, this );
859 g->m.add_item_or_charges( dealt.end_point, pr.first );
860 }
861
862 mod_moves( -100 );
863 } else if( bio.id == bio_lockpick ) {
864 bool used = false;
865 bool tried_lockpick = false;
866 const cata::optional<tripoint> pnt = choose_adjacent( _( "Use your lockpick where?" ) );
867 std::string open_message;
868 if( pnt ) {
869 tried_lockpick = true;
870 ter_id ter_type = g->m.ter( *pnt );
871 furn_id furn_type = g->m.furn( *pnt );
872 lockpicking_open_result lr = get_lockpicking_open_result( ter_type, furn_type );
873 ter_id new_ter_type = lr.new_ter_type;
874 furn_id new_furn_type = lr.new_furn_type;
875 open_message = lr.open_message;
876
877 if( new_ter_type != t_null || new_furn_type != f_null ) {
878 g->m.has_furn( *pnt ) ?
879 g->m.furn_set( *pnt, new_furn_type ) :
880 static_cast<void>( g->m.ter_set( *pnt, new_ter_type ) );
881 used = true;
882 }
883 }
884
885 if( used ) {
886 add_msg_activate();
887 add_msg_if_player( m_good, open_message );
888 mod_moves( -100 );
889 } else {
890 refund_power();
891 if( tried_lockpick ) {
892 add_msg_if_player( m_info, _( "There is nothing to lockpick nearby." ) );
893 }
894 return false;
895 }
896 } else if( bio.id == bio_flashbang ) {
897 add_msg_activate();
898 explosion_handler::flashbang( pos(), true, "explosion" );
899 mod_moves( -100 );
900 } else if( bio.id == bio_shockwave ) {
901 add_msg_activate();
902
904 sw.affects_player = false;
905 sw.radius = 3;
906 sw.force = 4;
907 sw.stun = 2;
908 sw.dam_mult = 8;
909
910 explosion_handler::shockwave( pos(), sw, "explosion" );
911 add_msg_if_player( m_neutral, _( "You unleash a powerful shockwave!" ) );
912 mod_moves( -100 );
913 } else if( bio.id == bio_meteorologist ) {
915 add_msg_activate();
916 // Calculate local wind power
917 int vehwindspeed = 0;
918 if( optional_vpart_position vp = g->m.veh_at( pos() ) ) {
919 // vehicle velocity in mph
920 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
921 }
922 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
923 /* cache g->get_temperature( player location ) since it is used twice. No reason to recalc */
924 const auto player_local_temp = weather.get_temperature( g->u.pos() );
925 /* windpower defined in internal velocity units (=.01 mph) */
926 double windpower = 100.0f * get_local_windpower( weather.windspeed + vehwindspeed,
927 cur_om_ter, pos(), weather.winddirection, g->is_sheltered( pos() ) );
928 add_msg_if_player( m_info, _( "Temperature: %s." ), print_temperature( player_local_temp ) );
929 add_msg_if_player( m_info, _( "Relative Humidity: %s." ),
931 get_local_humidity( weatherPoint.humidity, weather.weather_id,
932 g->is_sheltered( g->u.pos() ) ) ) );
933 add_msg_if_player( m_info, _( "Pressure: %s." ),
934 print_pressure( static_cast<int>( weatherPoint.pressure ) ) );
935 add_msg_if_player( m_info, _( "Wind Speed: %.1f %s." ),
936 convert_velocity( static_cast<int>( windpower ), VU_WIND ),
938 add_msg_if_player( m_info, _( "Feels Like: %s." ),
941 weatherPoint.humidity,
942 windpower / 100 ) + player_local_temp ) );
943 std::string dirstring = get_dirstring( weather.winddirection );
944 add_msg_if_player( m_info, _( "Wind Direction: From the %s." ), dirstring );
945 } else if( bio.id == bio_remote ) {
946 add_msg_activate();
947 int choice = uilist( _( "Perform which function:" ), {
948 _( "Control vehicle" ), _( "RC radio" )
949 } );
950 if( choice >= 0 && choice <= 1 ) {
951 item ctr;
952 if( choice == 0 ) {
953 ctr = item( "remotevehcontrol", calendar::start_of_cataclysm );
954 } else {
955 ctr = item( "radiocontrol", calendar::start_of_cataclysm );
956 }
958 int power_use = invoke_item( &ctr );
959 mod_power_level( units::from_kilojoule( -power_use ) );
960 bio.powered = ctr.active;
961 } else {
962 bio.powered = g->remoteveh() != nullptr || !get_value( "remote_controlling" ).empty();
963 }
964 } else if( bio.id == bio_plutdump ) {
965 if( query_yn(
966 _( "WARNING: Purging all fuel is likely to result in radiation! Purge anyway?" ) ) ) {
967 add_msg_activate();
969 tank_plut = 0;
970 reactor_plut = 0;
971 } else {
972 refund_power();
973 return false;
974 }
975 } else if( bio.info().is_remote_fueled ) {
976 std::vector<item *> cables = items_with( []( const item & it ) {
977 return it.has_flag( flag_CABLE_SPOOL );
978 } );
979 bool has_cable = !cables.empty();
980 bool free_cable = false;
981 bool success = false;
982 if( !has_cable ) {
984 _( "You need a jumper cable connected to a power source to drain power from it." ) );
985 } else {
986 for( item *cable : cables ) {
987 const std::string state = cable->get_var( "state" );
988 if( state == "cable_charger" ) {
990 _( "Cable is plugged-in to the CBM but it has to be also connected to the power source." ) );
991 }
992 if( state == "cable_charger_link" ) {
993 add_msg_activate();
994 success = true;
996 _( "You are plugged to the vehicle. It will charge you if it has some juice in it." ) );
997 }
998 if( state == "solar_pack_link" ) {
999 add_msg_activate();
1000 success = true;
1002 _( "You are plugged to a solar pack. It will charge you if it's unfolded and in sunlight." ) );
1003 }
1004 if( state == "UPS_link" ) {
1005 add_msg_activate();
1006 success = true;
1008 _( "You are plugged to a UPS. It will charge you if it has some juice in it." ) );
1009 }
1010 if( state == "solar_pack" || state == "UPS" ) {
1012 _( "You have a cable plugged to a portable power source, but you need to plug it in to the CBM." ) );
1013 }
1014 if( state == "pay_out_cable" ) {
1016 _( "You have a cable plugged to a vehicle, but you need to plug it in to the CBM." ) );
1017 }
1018 if( state == "attach_first" ) {
1019 free_cable = true;
1020 }
1021 }
1022
1023 if( free_cable ) {
1025 _( "You have at least one free cable in your inventory that you could use to plug yourself in." ) );
1026 }
1027 }
1028 if( !success ) {
1029 refund_power();
1030 bio.powered = false;
1031 return false;
1032 }
1033
1034 } else if( bio.id == bio_probability_travel ) {
1035 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Tunnel in which direction?" ) ) ) {
1036 if( g->m.impassable( *pnt ) ) {
1037 add_msg_activate();
1038 g->phasing_move( *pnt );
1039 } else {
1040 refund_power();
1041 add_msg_if_player( m_info, _( "There's nothing to phase through there." ) );
1042 return false;
1043 }
1044 } else {
1045 refund_power();
1046 return false;
1047 }
1048 } else {
1049 add_msg_activate();
1050 }
1051
1052 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1054 reset();
1055
1056 // Also reset crafting inventory cache if this bionic spawned a fake item
1057 if( !bio.info().fake_item.is_empty() ) {
1059 }
1060
1061 return true;
1062}
cata::optional< tripoint > choose_adjacent(const std::string &message, const bool allow_vertical)
Request player input of adjacent tile, possibly including vertical tiles.
Definition: action.cpp:1009
units::quantity< V, B > rng(const units::quantity< V, B > &min, const units::quantity< V, B > &max)
Definition: artifact.cpp:32
dealt_projectile_attack projectile_attack(const projectile &proj_arg, const tripoint &source, const tripoint &target_arg, const dispersion_sources &dispersion, Creature *origin, const vehicle *in_veh)
Fires a projectile at the target point from the source point with total_dispersion dispersion.
Definition: ballistics.cpp:201
static const flag_str_id flag_BIONIC_WEAPON("BIONIC_WEAPON")
static const bionic_id bio_cqb("bio_cqb")
static const bionic_id bio_geiger("bio_geiger")
static const itype_id itype_water_clean("water_clean")
static const efftype_id effect_bloodworms("bloodworms")
static const flag_str_id flag_BIONIC_GUN("BIONIC_GUN")
static const efftype_id effect_weed_high("weed_high")
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill_l("pkill_l")
static const efftype_id effect_took_prozac("took_prozac")
static const efftype_id effect_datura("datura")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_teleglow("teleglow")
static const efftype_id effect_badpoison("badpoison")
static const efftype_id effect_dermatik("dermatik")
static const std::string flag_NO_UNWIELD("NO_UNWIELD")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_adrenaline("adrenaline")
static void force_comedown(effect &eff)
Definition: bionics.cpp:443
static const bionic_id bio_evap("bio_evap")
static const efftype_id effect_took_flumed("took_flumed")
static const bionic_id bio_plutdump("bio_plutdump")
static const efftype_id effect_hallu("hallu")
static const efftype_id effect_pblue("pblue")
static const bionic_id bio_water_extractor("bio_water_extractor")
static const bionic_id bio_hydraulics("bio_hydraulics")
static const efftype_id effect_cocaine_high("cocaine_high")
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_magnet("bio_magnet")
static const efftype_id effect_meth("meth")
static const bionic_id bio_flashbang("bio_flashbang")
static const bionic_id bio_time_freeze("bio_time_freeze")
static const bionic_id bio_meteorologist("bio_meteorologist")
static const std::string flag_CABLE_SPOOL("CABLE_SPOOL")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_shockwave("bio_shockwave")
static const bionic_id bio_emp("bio_emp")
static const bionic_id bio_remote("bio_remote")
static const efftype_id effect_stung("stung")
static const std::string flag_SEALED("SEALED")
static const flag_str_id flag_BIONIC_TOGGLED("BIONIC_TOGGLED")
static const efftype_id effect_cig("cig")
static const bionic_id bio_tools("bio_tools")
static const bionic_id bio_earplugs("bio_earplugs")
static const bionic_id bio_adrenaline("bio_adrenaline")
static const bionic_id bio_lockpick("bio_lockpick")
static const bionic_id bio_blood_anal("bio_blood_anal")
static const bionic_id bio_probability_travel("bio_probability_travel")
static const bionic_id bio_radscrubber("bio_radscrubber")
static const bionic_id bio_teleport("bio_teleport")
static const efftype_id effect_poison("poison")
static const bionic_id bio_resonator("bio_resonator")
static const bionic_id bio_blood_filter("bio_blood_filter")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_took_xanax("took_xanax")
static const efftype_id effect_pkill3("pkill3")
static const efftype_id effect_took_prozac_bad("took_prozac_bad")
static const bionic_id bio_torsionratchet("bio_torsionratchet")
static const efftype_id effect_iodine("iodine")
static const bionic_id bio_jointservo("bio_jointservo")
int_id< body_part_type > bodypart_id
Definition: bodypart.h:23
units::mass weight_capacity() const override
Definition: character.cpp:2788
void conduct_blood_analysis() const
Definition: character.cpp:2013
void mod_power_level(const units::energy &npower)
Definition: character.cpp:1976
void mod_rad(int mod)
Definition: character.cpp:7167
pimpl< character_martial_arts > martial_arts_data
Definition: character.h:1589
bool query_yn(const char *const msg, Args &&... args) const
It is supposed to hide the query_yn to simplify player vs.
Definition: character.h:1493
pimpl< bionic_collection > my_bionics
Definition: character.h:1588
virtual bool invoke_item(item *, const tripoint &pt)
Asks how to use the item (if it has more than one use_method) and uses it.
Definition: character.cpp:7308
void set_power_level(const units::energy &npower)
Definition: character.cpp:1966
void set_painkiller(int npkill)
Sets intensity of painkillers
Definition: character.cpp:9761
bool is_mounted() const
Definition: character.cpp:1133
void apply_damage(Creature *source, bodypart_id hurt, int dam, bool bypass_med=false) override
Actually hurt the player, hurts a body_part directly, no armor reduction.
Definition: character.cpp:8385
bool enough_power_for(const bionic_id &bid) const
Definition: character.cpp:2008
void recalculate_enchantment_cache()
Definition: character.cpp:7965
bool burn_fuel(int b, bool start=false)
Convert fuel to bionic power.
Definition: bionics.cpp:1154
int get_rad() const
Definition: character.cpp:7157
virtual bool dispose_item(item_location &&obj, const std::string &prompt=std::string())
Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.
Definition: character.cpp:7347
void reset() override
Handles stat and bonus reset.
Definition: character.cpp:3593
void reset_encumbrance()
Recalculates encumbrance cache.
Definition: character.cpp:3614
units::energy get_power_level() const
Definition: character.cpp:1956
item weapon
Definition: character.h:1585
tripoint_abs_omt global_omt_location() const
Returns the location of the player in global overmap terrain coordinates.
Definition: character.cpp:6318
void invalidate_crafting_inventory()
Definition: crafting.cpp:587
std::string get_value(const std::string &key) const
Definition: creature.cpp:1335
bool has_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Check if creature has the matching effect.
Definition: creature.cpp:1173
bool remove_effect(const efftype_id &eff_id, body_part bp=num_bp)
Removes a listed effect.
Definition: creature.cpp:1130
void mod_moves(int nmoves)
Definition: creature.cpp:1402
const effect & get_effect(const efftype_id &eff_id, body_part bp=num_bp) const
Return the effect that matches the given arguments exactly.
Definition: creature.cpp:1213
virtual avatar * as_avatar()
Definition: creature.h:128
Definition: avatar.h:54
A lightweight handle to an item independent of it's location Unlike a raw pointer can be (de-)seriali...
Definition: item_location.h:23
iterator begin()
Definition: item_stack.cpp:28
iterator end()
Definition: item_stack.cpp:33
bool active
Definition: item.h:2233
bool is_null() const
Definition: item.cpp:729
item & ammo_set(const itype_id &ammo, int qty=-1)
Filter setting the ammo for this instance Any existing ammo is removed.
Definition: item.cpp:587
int charges
Definition: item.h:2195
bool has_flag(const std::string &flag) const
Definition: item.cpp:5188
char invlet
Definition: item.h:2232
Definition: map.h:101
iterator erase(const_iterator it) override
Definition: map.cpp:147
Simple wrapper to forward functions that may return a cata::optional to vpart_position.
const oter_id & ter(const tripoint_abs_omt &p)
Returns the overmap terrain at the given OMT coordinates.
bool is_empty() const
Returns whether this id is empty.
Definition: string_id.h:298
uilist: scrolling vertical list menu
Definition: ui.h:187
std::vector< item * > items_with(const std::function< bool(const item &)> &filter)
Returns all items (including those within a container) matching the filter.
Definition: visitable.cpp:325
const w_point & get_precise() const
Definition: weather.h:218
std::string colorize(const std::string &text, const nc_color &color)
Definition: color.cpp:669
int rl_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:519
@ m_good
Definition: enums.h:253
@ m_mixed
Definition: enums.h:255
field_type_id fd_fire
Definition: field_type.cpp:345
double get_local_windpower(double windpower, const oter_id &omter, const tripoint &location, const int &winddirection, bool sheltered)
Definition: weather.cpp:938
int get_local_humidity(double humidity, const weather_type_id &weather, bool sheltered)
Definition: weather.cpp:924
std::string print_temperature(double fahrenheit, int decimals)
Print temperature (and convert to Celsius if Celsius display is enabled.)
Definition: weather.cpp:717
std::string get_dirstring(int angle)
Definition: weather.cpp:874
weather_manager & get_weather()
Definition: weather.cpp:64
std::string print_pressure(double pressure, int decimals)
Print pressure (no conversions.)
Definition: weather.cpp:752
std::string print_humidity(double humidity, int decimals)
Print relative humidity (no conversions.)
Definition: weather.cpp:743
int get_local_windchill(double temperature_f, double humidity, double wind_mph)
Definition: weather.cpp:797
constexpr double b
Definition: magic.cpp:1030
string_id< ammo_effect > ammo_effect_str_id
Definition: map.cpp:101
lockpicking_open_result get_lockpicking_open_result(ter_id ter_type, furn_id furn_type)
Gets lockpicked object and message.
Definition: mapdata.cpp:1060
ter_id t_null
Definition: mapdata.cpp:623
furn_id f_null
Definition: mapdata.cpp:1095
void add_msg(std::string msg)
Definition: messages.cpp:884
void fire_wielded_weapon(avatar &you)
Checks if the wielded weapon is a gun and can be fired then starts interactive aiming.
void fire_ranged_bionic(avatar &you, const item &fake_gun, const units::energy &cost_per_shot)
Stores fake gun specified by the bionic and starts interactive aiming.
@ success
Definition: behavior.h:20
const time_point & start_of_cataclysm
Definition: calendar.cpp:33
time_point turn
Definition: calendar.cpp:36
void flashbang(const tripoint &p, bool player_immune, const std::string &exp_name)
Triggers a flashbang explosion at p.
Definition: explosion.cpp:792
void shockwave(const tripoint &p, const shockwave_data &sw, const std::string &exp_name)
Shockwave applies knockback with given parameters to all targets within radius of p.
Definition: explosion.cpp:850
void emp_blast(const tripoint &p)
Triggers an EMP blast at p.
Definition: explosion.cpp:908
bool consume_liquid(item &liquid, const int radius)
Consume / handle as much of the liquid as possible in varying ways.
void sound(const tripoint &p, int vol, sound_t category, const std::string &description, bool ambient=false, const std::string &id="", const std::string &variant="default")
Sound at (p) of intensity (vol)
Definition: sounds.cpp:177
bool teleport(Creature &critter, int min_distance=2, int max_distance=12, bool safe=false, bool add_teleglow=true)
Teleports a creature to a tile within min_distance and max_distance tiles.
Definition: teleport.cpp:24
constexpr value_type to_fahrenheit(const quantity< value_type, temperature_in_millidegree_celsius_tag > &v)
constexpr quantity< value_type, energy_in_joule_tag > from_kilojoule(const value_type v)
Definition: units_energy.h:32
overmapbuffer overmap_buffer
bool one_in(int chance)
Definition: rng.cpp:65
std::string string_format(std::string format, Args &&...args)
Simple wrapper over string_formatter::parse.
std::vector< enchantment_id > enchantments
bionic enchantments
Definition: bionics.h:107
itype_id fake_item
Fake item created for crafting with this bionic available.
Definition: bionics.h:99
units::energy power_activate
Power cost on activation.
Definition: bionics.h:37
int charge_time
How often a bionic draws or produces power while active in turns.
Definition: bionics.h:43
bool is_remote_fueled
This bionic draws power through a cable.
Definition: bionics.h:61
bool has_flag(const flag_str_id &flag) const
Definition: bionics.cpp:243
itype_id ammo_loaded
Definition: bionics.h:155
bool is_auto_start_keep_full() const
Definition: bionics.cpp:2762
bionic_id id
Definition: bionics.h:150
unsigned int ammo_count
Definition: bionics.h:157
bool powered
Definition: bionics.h:153
static damage_instance physical(float bash, float cut, float stab, float arpen=0.0f)
Definition: damage.cpp:27
std::string open_message
Definition: mapdata.h:165
void add_effect(const ammo_effect_str_id &id)
Definition: projectile.h:58
damage_instance impact
Definition: projectile.h:21
bool affects_player
Definition: explosion.h:30
units::temperature temperature
Definition: weather_gen.h:16
double humidity
Definition: weather_gen.h:17
double pressure
Definition: weather_gen.h:18
string_id< material_type > material_id
Definition: type_id.h:85
double convert_velocity(int velocity, const units_type vel_units)
Convert internal velocity units to units defined by user.
const char * velocity_units(const units_type vel_units)
Create a units label for a velocity value.
@ VU_WIND
Definition: units_utility.h:15

References _, item::active, sounds::activity, projectile::add_effect(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), shockwave_data::affects_player, bionic::ammo_count, bionic::ammo_loaded, item::ammo_set(), apply_damage(), Creature::as_avatar(), b, item_stack::begin(), bio_adrenaline, bio_blood_anal, bio_blood_filter, bio_cqb, bio_earplugs, bio_ears, bio_emp, bio_evap, bio_flashbang, bio_geiger, bio_hydraulics, bio_jointservo, bio_lighter, bio_lockpick, bio_magnet, bio_meteorologist, bio_plutdump, bio_probability_travel, bio_radscrubber, bio_remote, bio_resonator, bio_shockwave, bio_teleport, bio_time_freeze, bio_tools, bio_torsionratchet, bio_water_extractor, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, item::charges, choose_adjacent(), colorize(), sounds::combat, conduct_blood_analysis(), liquid_handler::consume_liquid(), convert_velocity(), shockwave_data::dam_mult, dispose_item(), effect_adrenaline, effect_badpoison, effect_bloodworms, effect_cig, effect_cocaine_high, effect_datura, effect_dermatik, effect_drunk, effect_fungus, effect_hallu, effect_iodine, effect_meth, effect_pblue, effect_pkill1, effect_pkill2, effect_pkill3, effect_pkill_l, effect_poison, effect_stung, effect_teleglow, effect_took_flumed, effect_took_prozac, effect_took_prozac_bad, effect_took_xanax, effect_visuals, effect_weed_high, explosion_handler::emp_blast(), bionic_data::enchantments, item_stack::end(), dealt_projectile_attack::end_point, enough_power_for(), map_stack::erase(), f_null, bionic_data::fake_item, fd_fire, avatar_action::fire_ranged_bionic(), avatar_action::fire_wielded_weapon(), flag_BIONIC_GUN, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, flag_CABLE_SPOOL(), flag_NO_UNWIELD(), flag_SEALED(), explosion_handler::flashbang(), shockwave_data::force, force_comedown(), units::from_kilojoule(), g, get_dirstring(), Creature::get_effect(), get_local_humidity(), get_local_windchill(), get_local_windpower(), get_lockpicking_open_result(), get_power_level(), weather_manager::get_precise(), get_rad(), Creature::get_value(), get_weather(), global_omt_location(), has_active_bionic(), Creature::has_effect(), bionic_data::has_flag(), item::has_flag(), w_point::humidity, bionic::id, projectile::impact, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), item::invlet, invoke_item(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), is_mounted(), item::is_null(), bionic_data::is_remote_fueled, visitable< Character >::items_with(), itype_water_clean, m_bad, m_good, m_info, m_mixed, m_neutral, martial_arts_data, Creature::mod_moves(), mod_power_level(), mod_rad(), my_bionics, bionic_data::name, lockpicking_open_result::new_furn_type, lockpicking_open_result::new_ter_type, one_in(), lockpicking_open_result::open_message, overmap_buffer, damage_instance::physical(), pos(), bionic_data::power_activate, bionic::powered, w_point::pressure, print_humidity(), print_pressure(), print_temperature(), projectile_attack(), query_yn(), shockwave_data::radius, projectile::range, reactor_plut, recalculate_enchantment_cache(), Creature::remove_effect(), reset(), reset_encumbrance(), rl_dist(), rng(), set_painkiller(), set_power_level(), set_rad(), set_stim(), explosion_handler::shockwave(), slow_rad, sounds::sound(), projectile::speed, calendar::start_of_cataclysm, string_format(), shockwave_data::stun, behavior::success, t_null, tank_plut, teleport::teleport(), w_point::temperature, overmapbuffer::ter(), item::tname(), units::to_fahrenheit(), units::to_kilojoule(), calendar::turn, velocity_units(), VU_WIND, weapon, and weight_capacity().

Referenced by npc::activate_bionic_by_id(), add_bionic(), player::power_bionics(), and npc::use_bionic_by_id().

◆ activate_mutation()

void Character::activate_mutation ( const trait_id mutation)

Definition at line 470 of file mutation.cpp.

471{
472 const mutation_branch &mdata = mut.obj();
473 trait_data &tdata = my_mutations[mut];
474 // You can take yourself halfway to Near Death levels of hunger/thirst.
475 // Fatigue can go to Exhausted.
476 if( !can_use_mutation_warn( mut, *this ) ) {
477 return;
478 }
480 tdata.powered = true;
481
482 if( !mut->enchantments.empty() ) {
484 }
485
486 if( mdata.transform ) {
487 const cata::value_ptr<mut_transform> trans = mdata.transform;
488 mod_moves( - trans->moves );
489 switch_mutations( mut, trans->target, trans->active );
490 return;
491 }
492
493 if( mut == trait_WEB_WEAVER ) {
494 g->m.add_field( pos(), fd_web, 1 );
495 add_msg_if_player( _( "You start spinning web with your spinnerets!" ) );
496 } else if( mut == trait_BURROW ) {
497 tdata.powered = false;
498 item burrowing_item( itype_id( "fake_burrowing" ) );
499 invoke_item( &burrowing_item );
500 return; // handled when the activity finishes
501 } else if( mut == trait_SLIMESPAWNER ) {
502 monster *const slime = g->place_critter_around( mtype_id( "mon_player_blob" ), pos(), 1 );
503 if( !slime ) {
504 // Oops, no room to divide!
505 add_msg_if_player( m_bad, _( "You focus, but are too hemmed in to birth a new slimespring!" ) );
506 tdata.powered = false;
507 return;
508 }
510 _( "You focus, and with a pleasant splitting feeling, birth a new slimespring!" ) );
511 slime->friendly = -1;
512 if( one_in( 3 ) ) {
514 //~ Usual enthusiastic slimespring small voices! :D
515 _( "wow! you look just like me! we should look out for each other!" ) );
516 } else if( one_in( 2 ) ) {
517 //~ Usual enthusiastic slimespring small voices! :D
518 add_msg_if_player( m_good, _( "come on, big me, let's go!" ) );
519 } else {
520 //~ Usual enthusiastic slimespring small voices! :D
521 add_msg_if_player( m_good, _( "we're a team, we've got this!" ) );
522 }
523 tdata.powered = false;
524 return;
525 } else if( mut == trait_NAUSEA || mut == trait_VOMITOUS ) {
526 vomit();
527 tdata.powered = false;
528 return;
529 } else if( mut == trait_M_FERTILE ) {
530 spores();
531 tdata.powered = false;
532 return;
533 } else if( mut == trait_M_BLOOM ) {
534 blossoms();
535 tdata.powered = false;
536 return;
537 } else if( mut == trait_M_PROVENANCE ) {
538 spores(); // double trouble!
539 blossoms();
540 tdata.powered = false;
541 return;
542 } else if( mut == trait_SELFAWARE ) {
543 print_health();
544 tdata.powered = false;
545 return;
546 } else if( mut == trait_TREE_COMMUNION ) {
547 tdata.powered = false;
548 if( !overmap_buffer.ter( global_omt_location() ).obj().is_wooded() ) {
549 add_msg_if_player( m_info, _( "You can only do that in a wooded area." ) );
550 return;
551 }
552 // Check for adjacent trees.
553 bool adjacent_tree = false;
554 for( const tripoint &p2 : g->m.points_in_radius( pos(), 1 ) ) {
555 if( g->m.has_flag( "TREE", p2 ) ) {
556 adjacent_tree = true;
557 }
558 }
559 if( !adjacent_tree ) {
560 add_msg_if_player( m_info, _( "You can only do that next to a tree." ) );
561 return;
562 }
563
565 add_msg_if_player( _( "You reach out to the trees with your roots." ) );
566 } else {
568 _( "You lay next to the trees letting your hair roots tangle with the trees." ) );
569 }
570
572
574 const time_duration startup_time = has_trait( trait_ROOTS3 ) ? rng( 15_minutes,
575 30_minutes ) : rng( 60_minutes, 90_minutes );
576 activity.values.push_back( to_turns<int>( startup_time ) );
577 return;
578 } else {
579 const time_duration startup_time = rng( 120_minutes, 180_minutes );
580 activity.values.push_back( to_turns<int>( startup_time ) );
581 return;
582 }
583 } else if( mut == trait_DEBUG_BIONIC_POWER ) {
584 mod_max_power_level( 100_kJ );
585 add_msg_if_player( m_good, _( "Bionic power storage increased by 100." ) );
586 tdata.powered = false;
587 return;
588 } else if( mut == trait_DEBUG_BIONIC_POWERGEN ) {
589 int npower;
590 if( query_int( npower, "Modify bionic power by how much? (Values are in joules)" ) ) {
592 add_msg_if_player( m_good, "Bionic power increased by %dJ.", npower );
593 tdata.powered = false;
594 }
595 return;
596 } else if( !mdata.spawn_item.is_empty() ) {
597 item tmpitem( mdata.spawn_item );
598 i_add_or_drop( tmpitem );
600 tdata.powered = false;
601 return;
602 } else if( !mdata.ranged_mutation.is_empty() ) {
605 tdata.powered = false;
606 return;
607 }
608}
player_activity activity
Definition: character.h:1580
void mod_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1988
void vomit()
Handles Character vomiting effects.
Definition: character.cpp:7775
void print_health() const
Definition: character.cpp:4179
void blossoms()
Definition: character.cpp:8767
void switch_mutations(const trait_id &switched, const trait_id &target, bool start_powered)
Unset switched mutation and set target mutation instead.
Definition: mutation.cpp:184
void spores()
Definition: character.cpp:8754
bool i_add_or_drop(item &it, int qty=1)
Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.
Definition: character.cpp:2448
std::unordered_map< trait_id, trait_data > my_mutations
Traits / mutations of the character.
Definition: character.h:2147
void mutation_spend_resources(const trait_id &mut)
Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated...
Definition: mutation.cpp:1723
void assign_activity(const activity_id &type, int moves=calendar::INDEFINITELY_LONG, int index=-1, int pos=INT_MIN, const std::string &name="")
Legacy activity assignment, does not work for any activites using the new activity_actor class and ma...
Definition: character.cpp:9165
This class is essentially a copyable unique pointer.
Definition: value_ptr.h:19
int friendly
Definition: monster.h:471
std::vector< int > values
A duration defined as a number of specific time units.
Definition: calendar.h:180
field_type_id fd_web
Definition: field_type.cpp:340
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_M_FERTILE("M_FERTILE")
static const trait_id trait_BURROW("BURROW")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const trait_id trait_ROOTS2("ROOTS2")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
bool can_use_mutation_warn(const trait_id &mut, const Character &character)
Calls can_use_mutation and if it fails, print a standard message.
Definition: mutation.cpp:1712
static const trait_id trait_M_BLOOM("M_BLOOM")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_SELFAWARE("SELFAWARE")
static const trait_id trait_DEBUG_BIONIC_POWERGEN("DEBUG_BIONIC_POWERGEN")
static const trait_id trait_NAUSEA("NAUSEA")
static const trait_id trait_M_PROVENANCE("M_PROVENANCE")
static const trait_id trait_TREE_COMMUNION("TREE_COMMUNION")
static const trait_id trait_DEBUG_BIONIC_POWER("DEBUG_BIONIC_POWER")
static const trait_id trait_ROOTS3("ROOTS3")
void fire_ranged_mutation(avatar &you, const item &fake_gun)
Stores fake gun specified by the mutation and starts interactive aiming.
constexpr quantity< value_type, energy_in_joule_tag > from_joule(const value_type v)
Definition: units_energy.h:25
bool query_int(int &result, int default_val, const std::string &text)
Definition: output.cpp:718
std::string ranged_mutation_message() const
std::string spawn_item_message() const
cata::value_ptr< mut_transform > transform
Definition: mutation.h:170
itype_id spawn_item
The item, if any, spawned by the mutation.
Definition: mutation.h:222
itype_id ranged_mutation
The fake gun, if any, spawned and fired by the ranged mutation.
Definition: mutation.h:260

References _, ACT_TREE_COMMUNION, activity, Creature::add_msg_if_player(), assign_activity(), blossoms(), can_use_mutation_warn(), mutation_branch::enchantments, fd_web, avatar_action::fire_ranged_mutation(), monster::friendly, units::from_joule(), g, global_omt_location(), has_trait(), i_add_or_drop(), invoke_item(), string_id< T >::is_empty(), itype_id, m_bad, m_good, m_info, mod_max_power_level(), Creature::mod_moves(), mod_power_level(), mtype_id, mutation_spend_resources(), my_mutations, string_id< T >::obj(), one_in(), overmap_buffer, pos(), Character::trait_data::powered, print_health(), query_int(), mutation_branch::ranged_mutation, mutation_branch::ranged_mutation_message(), recalculate_enchantment_cache(), rng(), mutation_branch::spawn_item, mutation_branch::spawn_item_message(), spores(), switch_mutations(), overmapbuffer::ter(), trait_BURROW, trait_DEBUG_BIONIC_POWER, trait_DEBUG_BIONIC_POWERGEN, trait_M_BLOOM, trait_M_FERTILE, trait_M_PROVENANCE, trait_NAUSEA, trait_ROOTS2, trait_ROOTS3, trait_SELFAWARE, trait_SLIMESPAWNER, trait_TREE_COMMUNION, trait_VOMITOUS, trait_WEB_WEAVER, mutation_branch::transform, player_activity::values, and vomit().

Referenced by player::power_mutations(), and player::power_mutations_ui().

◆ active_light()

float Character::active_light ( ) const

Returns character luminosity based on the brightest active item they are carrying.

Definition at line 6359 of file character.cpp.

6360{
6361 float lumination = 0;
6362
6363 int maxlum = 0;
6364 has_item_with( [&maxlum]( const item & it ) {
6365 const int lumit = it.getlight_emit();
6366 if( maxlum < lumit ) {
6367 maxlum = lumit;
6368 }
6369 return false; // continue search, otherwise has_item_with would cancel the search
6370 } );
6371
6372 lumination = static_cast<float>( maxlum );
6373
6374 float mut_lum = 0.0f;
6375 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
6376 if( mut.second.powered ) {
6377 float curr_lum = 0.0f;
6378 for( const auto elem : mut.first->lumination ) {
6379 int coverage = 0;
6380 for( const item &i : worn ) {
6381 if( i.covers( elem.first ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
6382 !i.has_flag( flag_SEMITANGIBLE ) &&
6383 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
6384 coverage += i.get_coverage();
6385 }
6386 }
6387 curr_lum += elem.second * ( 1 - ( coverage / 100.0f ) );
6388 }
6389 mut_lum += curr_lum;
6390 }
6391 }
6392
6393 lumination = std::max( lumination, mut_lum );
6394
6395 if( lumination < 60 && has_active_bionic( bio_flashlight ) ) {
6396 lumination = 60;
6397 } else if( lumination < 25 && has_artifact_with( AEP_GLOW ) ) {
6398 lumination = 25;
6399 } else if( lumination < 5 && ( has_effect( effect_glowing ) ||
6401 has_effect( effect_glowy_led ) ) ) ) {
6402 lumination = 5;
6403 }
6404 return lumination;
6405}
static const efftype_id effect_glowy_led("glowy_led")
static const bionic_id bio_flashlight("bio_flashlight")
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const efftype_id effect_glowing("glowing")
static const std::string flag_AURA("AURA")
static const bionic_id bio_tattoo_led("bio_tattoo_led")
static const std::string flag_PERSONAL("PERSONAL")
virtual bool has_artifact_with(art_effect_passive effect) const
Definition: character.cpp:3201
int getlight_emit() const
How much light (see lightmap.cpp) the item emits (it's assumed to be circular).
Definition: item.cpp:8219
bool has_item_with(const std::function< bool(const item &)> &filter) const
Returns true if any item (including those within a container) matches the filter.
Definition: visitable.cpp:105
@ AEP_GLOW
Definition: enums.h:115

References AEP_GLOW, bio_flashlight, bio_tattoo_led, effect_glowing, effect_glowy_led, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), item::getlight_emit(), has_active_bionic(), has_artifact_with(), Creature::has_effect(), visitable< Character >::has_item_with(), my_mutations, and worn.

Referenced by map::apply_character_light(), and player::fine_detail_vision_mod().

◆ add_addiction()

void Character::add_addiction ( add_type  type,
int  strength 
)

Adds an addiction to the player.

Definition at line 1890 of file suffer.cpp.

1891{
1892 if( type == add_type::NONE ) {
1893 return;
1894 }
1895 time_duration timer = 2_hours;
1896 if( has_trait( trait_ADDICTIVE ) ) {
1897 strength *= 2;
1898 timer = 1_hours;
1899 } else if( has_trait( trait_NONADDICTIVE ) ) {
1900 strength /= 2;
1901 timer = 6_hours;
1902 }
1903 //Update existing addiction
1904 for( auto &i : addictions ) {
1905 if( i.type != type ) {
1906 continue;
1907 }
1908
1909 if( i.sated < 0_turns ) {
1910 i.sated = timer;
1911 } else if( i.sated < 10_minutes ) {
1912 // TODO: Make this variable?
1913 i.sated += timer;
1914 } else {
1915 i.sated += timer / 2;
1916 }
1917 if( i.intensity < MAX_ADDICTION_LEVEL && strength > i.intensity * rng( 2, 5 ) ) {
1918 i.intensity++;
1919 }
1920
1921 add_msg( m_debug, "Updating addiction: %d intensity, %d sated",
1922 i.intensity, to_turns<int>( i.sated ) );
1923
1924 return;
1925 }
1926
1927 // Add a new addiction
1928 const int roll = rng( 0, 100 );
1929 add_msg( m_debug, "Addiction: roll %d vs strength %d", roll, strength );
1930 if( roll < strength ) {
1931 const std::string &type_name = addiction_type_name( type );
1932 add_msg( m_debug, "%s got addicted to %s", disp_name(), type_name );
1933 addictions.emplace_back( type, 1 );
1934 g->events().send<event_type::gains_addiction>( getID(), type );
1935 }
1936}
std::string addiction_type_name(add_type const cur)
Returns the name of an addiction.
Definition: addiction.cpp:253
constexpr int MAX_ADDICTION_LEVEL
Definition: addiction.h:14
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Returns either "you" or the player's name.
Definition: character.cpp:539
std::vector< addiction > addictions
Definition: character.h:1610
character_id getID() const
Definition: character.cpp:470
@ m_debug
Definition: enums.h:264
@ type
Definition: enums.h:75
static const trait_id trait_NONADDICTIVE("NONADDICTIVE")
static const trait_id trait_ADDICTIVE("ADDICTIVE")

References add_msg(), addiction_type_name(), addictions, disp_name(), g, gains_addiction, getID(), has_trait(), m_debug, MAX_ADDICTION_LEVEL, NONE, rng(), trait_ADDICTIVE, trait_NONADDICTIVE, and type.

Referenced by iexamine::flower_poppy(), marloss_common(), and modify_addiction().

◆ add_bionic()

void Character::add_bionic ( const bionic_id b)

Adds a bionic to my_bionics[].

Definition at line 2526 of file bionics.cpp.

2527{
2528 if( has_bionic( b ) ) {
2529 debugmsg( "Tried to install bionic %s that is already installed!", b.c_str() );
2530 return;
2531 }
2532
2533 const units::energy pow_up = b->capacity;
2534 mod_max_power_level( pow_up );
2536 add_msg_if_player( m_good, _( "Increased storage capacity by %i." ),
2537 units::to_kilojoule( pow_up ) );
2538 // Power Storage CBMs are not real bionic units, so return without adding it to my_bionics
2539 return;
2540 }
2541
2542 my_bionics->push_back( bionic( b, get_free_invlet( *this->as_player() ) ) );
2543 if( b == bio_tools || b == bio_ears ) {
2544 activate_bionic( my_bionics->size() - 1 );
2545 }
2546
2547 for( const bionic_id &inc_bid : b->included_bionics ) {
2548 add_bionic( inc_bid );
2549 }
2550
2551 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2552 const spell_id learned_spell = spell_pair.first;
2553 if( learned_spell->spell_class != trait_id( "NONE" ) ) {
2554 const trait_id spell_class = learned_spell->spell_class;
2555 // spells you learn from a bionic overwrite the opposite spell class.
2556 // for best UX, include those spell classes in "canceled_mutations"
2557 if( !has_trait( spell_class ) ) {
2558 set_mutation( spell_class );
2559 on_mutation_gain( spell_class );
2560 add_msg_if_player( spell_class->desc() );
2561 }
2562 }
2563 if( !magic->knows_spell( learned_spell ) ) {
2564 magic->learn_spell( learned_spell, *this, true );
2565 }
2566 spell &known_spell = magic->get_spell( learned_spell );
2567 // spells you learn from installing a bionic upgrade spells you know if they are the same
2568 if( known_spell.get_level() < spell_pair.second ) {
2569 known_spell.set_level( spell_pair.second );
2570 }
2571 }
2572
2575 if( !b->enchantments.empty() ) {
2577 }
2578}
static const bionic_id bio_power_storage("bio_power_storage")
static const bionic_id bio_power_storage_mkII("bio_power_storage_mkII")
char get_free_invlet(player &p)
Definition: bionics_ui.cpp:176
void on_mutation_gain(const trait_id &mid)
Called when a mutation is gained.
Definition: character.cpp:9863
bool has_bionic(const bionic_id &b) const
Returns true if the player has the entered bionic id.
Definition: character.cpp:1866
bool activate_bionic(int b, bool eff_only=false)
Handles bionic activation effects of the entered bionic, returns if anything activated.
Definition: bionics.cpp:531
void add_bionic(const bionic_id &b)
Adds a bionic to my_bionics[].
Definition: bionics.cpp:2526
void recalc_sight_limits()
Modifies the player's sight values Must be called when any of the following change: This must be call...
Definition: character.cpp:1692
void set_mutation(const trait_id &)
Add or removes a mutation on the player, but does not trigger mutation loss/gain effects.
Definition: mutation.cpp:154
pimpl< known_magic > magic
Definition: character.h:1476
virtual player * as_player()
Definition: creature.h:122
trait_id spell_class
Definition: magic.h:236
Definition: magic.h:286
int get_level() const
Definition: magic.cpp:1033
void set_level(int nlevel)
Definition: magic.cpp:612
#define debugmsg(...)
Debug message of level DL::Error and class DC::DebugMsg, also includes the source file name and line,...
Definition: debug.h:74
std::string desc() const

References _, activate_bionic(), add_bionic(), Creature::add_msg_if_player(), Creature::as_player(), b, bio_ears, bio_power_storage, bio_power_storage_mkII, bio_tools, debugmsg, mutation_branch::desc(), get_free_invlet(), spell::get_level(), has_bionic(), has_trait(), m_good, magic, mod_max_power_level(), my_bionics, on_mutation_gain(), recalc_sight_limits(), recalculate_enchantment_cache(), reset_encumbrance(), spell::set_level(), set_mutation(), spell_type::spell_class, and units::to_kilojoule().

Referenced by add_bionic(), bionics_install_failure(), avatar::create(), deactivate_bionic(), player::load(), perform_install(), and npc::randomize().

◆ add_known_trap()

void Character::add_known_trap ( const tripoint pos,
const trap t 
)

Definition at line 10220 of file character.cpp.

10221{
10222 const tripoint p = g->m.getabs( pos );
10223 if( t.is_null() ) {
10224 known_traps.erase( p );
10225 } else {
10226 // TODO: known_traps should map to a trap_str_id
10227 known_traps[p] = t.id.str();
10228 }
10229}
trap_map known_traps
Definition: character.h:2133
const std::string & str() const
Returns the identifier as plain std::string.
Definition: string_id.h:255
bool is_null() const
Whether this is the null-traps, aka no trap at all.
Definition: trap.cpp:245
trap_str_id id
Definition: trap.h:87

References g, trap::id, trap::is_null(), known_traps, pos(), and string_id< T >::str().

Referenced by vehicle::handle_trap(), place_and_add_as_known(), and player::search_surroundings().

◆ add_miss_reason()

void Character::add_miss_reason ( const std::string &  reason,
unsigned int  weight 
)

Adds a reason for why the player would miss a melee attack.

To possibly be messaged to the player when he misses a melee attack.

Parameters
reasonA message for the player that gives a reason for him missing.
weightThe weight used when choosing what reason to pick when the player misses.

Definition at line 318 of file melee.cpp.

319{
320 melee_miss_reasons.add( reason, weight );
321
322}
struct weighted_int_list< std::string > melee_miss_reasons
Definition: character.h:2255

References melee_miss_reasons.

Referenced by temperature_effect::apply(), eff_fun_hallu(), get_miss_reason(), player::hardcoded_effects(), player::process_one_effect(), player::reset_stats(), and suffer_in_sunlight().

◆ add_morale()

void Character::add_morale ( const morale_type type,
int  bonus,
int  max_bonus = 0,
const time_duration duration = 1_hours,
const time_duration decay_start = 30_minutes,
bool  capped = false,
const itype item_type = nullptr 
)

Definition at line 9067 of file character.cpp.

9070{
9071 if( item_type != nullptr ) {
9072 morale->add( type, bonus, max_bonus, duration, decay_start, capped, *item_type );
9073 } else {
9074 morale->add( type, bonus, max_bonus, duration, decay_start, capped );
9075 }
9076}
pimpl< player_morale > morale
Definition: character.h:2192

References morale, and type.

Referenced by addict_effect(), apply_persistent_morale(), apply_wetness_morale(), iuse::artifact(), iuse::bell(), iuse::blech(), debug_menu::character_edit_menu(), iuse::datura(), monster::die(), avatar::do_read(), iuse::einktabletpc(), npc::finish_read(), player::fire_gun(), activity_handlers::game_do_turn(), activity_handlers::generic_game_do_turn(), activity_handlers::haircut_finish(), marloss_add(), marloss_common(), activity_handlers::meditate_finish(), modify_morale(), spell_effect::morale(), iuse::mycus(), iuse::plantblech(), iuse::play_music(), activity_handlers::play_with_pet_finish(), iuse::portable_game(), game::process_artifact(), process_bionic(), firestarter_actor::resolve_firestarter_use(), set_up_butchery_activity(), activity_handlers::shaving_finish(), game::start_game(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_schizophrenia(), suffer_while_awake(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), enzlave_actor::use(), musical_instrument_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), activity_handlers::vibe_do_turn(), activity_handlers::vibe_finish(), and avatar::vomit().

◆ add_traits() [1/2]

void Character::add_traits ( )

Adds mandatory scenario and profession traits unless you already have them And if you do already have them, refunds the points for the trait.

Definition at line 2835 of file newcharacter.cpp.

2836{
2837 points_left points = points_left();
2838 add_traits( points );
2839}
void add_traits()
Adds mandatory scenario and profession traits unless you already have them And if you do already have...

References add_traits().

Referenced by add_traits(), avatar::randomize(), reset_scenario(), and set_profession().

◆ add_traits() [2/2]

void Character::add_traits ( points_left points)

Definition at line 2841 of file newcharacter.cpp.

2842{
2843 // TODO: get rid of using g->u here, use `this` instead
2844 for( const trait_id &tr : g->u.prof->get_locked_traits() ) {
2845 if( !has_trait( tr ) ) {
2846 toggle_trait( tr );
2847 } else {
2848 points.trait_points += tr->points;
2849 }
2850 }
2851 for( const trait_id &tr : g->scen->get_locked_traits() ) {
2852 if( !has_trait( tr ) ) {
2853 toggle_trait( tr );
2854 }
2855 }
2856}
void toggle_trait(const trait_id &)
Toggles a trait on the player and in their mutation list.
Definition: mutation.cpp:127
int trait_points
Definition: avatar.h:256

References g, has_trait(), toggle_trait(), and points_left::trait_points.

◆ addiction_level()

int Character::addiction_level ( add_type  type) const

Returns the intensity of the specified addiction.

Definition at line 1959 of file suffer.cpp.

1960{
1961 auto iter = std::find_if( addictions.begin(), addictions.end(),
1962 [type]( const addiction & ad ) {
1963 return ad.type == type;
1964 } );
1965 return iter != addictions.end() ? iter->intensity : 0;
1966}

References addictions, and type.

Referenced by iuse::ecig(), mend(), player::process_one_effect(), and iuse::smoking().

◆ adjacent_tile()

tripoint Character::adjacent_tile ( ) const

Returns an unoccupied, safe adjacent point.

If none exists, returns player position.

Definition at line 7822 of file character.cpp.

7823{
7824 std::vector<tripoint> ret;
7825 int dangerous_fields = 0;
7826 for( const tripoint &p : g->m.points_in_radius( pos(), 1 ) ) {
7827 if( p == pos() ) {
7828 // Don't consider player position
7829 continue;
7830 }
7831 const trap &curtrap = g->m.tr_at( p );
7832 if( g->critter_at( p ) == nullptr && g->m.passable( p ) &&
7833 ( curtrap.is_null() || curtrap.is_benign() ) ) {
7834 // Only consider tile if unoccupied, passable and has no traps
7835 dangerous_fields = 0;
7836 auto &tmpfld = g->m.field_at( p );
7837 for( auto &fld : tmpfld ) {
7838 const field_entry &cur = fld.second;
7839 if( cur.is_dangerous() ) {
7840 dangerous_fields++;
7841 }
7842 }
7843
7844 if( dangerous_fields == 0 ) {
7845 ret.push_back( p );
7846 }
7847 }
7848 }
7849
7850 return random_entry( ret, pos() ); // player position if no valid adjacent tiles
7851}
An active or passive effect existing on a tile.
Definition: field.h:20
bool is_dangerous() const
Definition: field.h:78
V random_entry(const C &container, D default_value)
Returns a random entry in the container.
Definition: rng.h:88
Definition: trap.h:86
bool is_benign() const
If true, this is not really a trap and there won't be any safety queries before stepping onto it (e....
Definition: trap.h:159

References g, trap::is_benign(), field_entry::is_dangerous(), trap::is_null(), pos(), random_entry(), and cata::hash64_detail::ret.

Referenced by player::uncanny_dodge(), and vomit().

◆ adjust_for_focus()

int Character::adjust_for_focus ( int  amount) const

Definition at line 9901 of file character.cpp.

9902{
9903 int effective_focus = focus_pool;
9904 if( has_trait( trait_FASTLEARNER ) ) {
9905 effective_focus += 15;
9906 }
9907 if( has_active_bionic( bio_memory ) ) {
9908 effective_focus += 10;
9909 }
9910 if( has_trait( trait_SLOWLEARNER ) ) {
9911 effective_focus -= 15;
9912 }
9913 effective_focus += ( get_int() - get_option<int>( "INT_BASED_LEARNING_BASE_VALUE" ) ) *
9914 get_option<int>( "INT_BASED_LEARNING_FOCUS_ADJUSTMENT" );
9915 double tmp = amount * ( effective_focus / 100.0 );
9916 return roll_remainder( tmp );
9917}
static const trait_id trait_FASTLEARNER("FASTLEARNER")
static const bionic_id bio_memory("bio_memory")
static const trait_id trait_SLOWLEARNER("SLOWLEARNER")
int focus_pool
Definition: character.h:1599
virtual int get_int() const
Definition: character.cpp:4060

References bio_memory, focus_pool, get_int(), has_active_bionic(), has_trait(), roll_remainder(), trait_FASTLEARNER, and trait_SLOWLEARNER.

Referenced by spell::casting_exp(), avatar::do_read(), and player::practice().

◆ age()

int Character::age ( ) const

Definition at line 6882 of file character.cpp.

6883{
6884 int years_since_cataclysm = to_turns<int>( calendar::turn - calendar::turn_zero ) /
6885 to_turns<int>( calendar::year_length() );
6886 return init_age + years_since_cataclysm;
6887}
int init_age
age in years at character creation
Definition: character.h:2127
time_duration year_length()
Definition: calendar.cpp:461
const time_point turn_zero
Represents time point 0.
Definition: calendar.cpp:26

References init_age, calendar::turn, calendar::turn_zero, and calendar::year_length().

Referenced by age_string(), player_morale::morale_point::deserialize(), submap::load(), player_morale::morale_point::serialize(), and set_base_age().

◆ age_string()

std::string Character::age_string ( ) const

Definition at line 6889 of file character.cpp.

6890{
6891 //~ how old the character is in years. try to limit number of characters to fit on the screen
6892 std::string unformatted = _( "%d years" );
6893 return string_format( unformatted, age() );
6894}
int age() const
Definition: character.cpp:6882

References _, age(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ aim_cap_from_volume()

double Character::aim_cap_from_volume ( const item gun) const

Definition at line 637 of file character.cpp.

638{
639 skill_id gun_skill = gun.gun_skill();
640 double aim_cap = std::min( 49.0, 49.0 - static_cast<float>( gun.volume() / 75_ml ) );
641 // TODO: also scale with skill level.
642 if( gun_skill == skill_smg ) {
643 aim_cap = std::max( 12.0, aim_cap );
644 } else if( gun_skill == skill_shotgun ) {
645 aim_cap = std::max( 12.0, aim_cap );
646 } else if( gun_skill == skill_pistol ) {
647 aim_cap = std::max( 15.0, aim_cap * 1.25 );
648 } else if( gun_skill == skill_rifle ) {
649 aim_cap = std::max( 7.0, aim_cap - 5.0 );
650 } else if( gun_skill == skill_archery ) {
651 aim_cap = std::max( 13.0, aim_cap );
652 } else { // Launchers, etc.
653 aim_cap = std::max( 10.0, aim_cap );
654 }
655 return aim_cap;
656}
static const skill_id skill_shotgun("shotgun")
static const skill_id skill_archery("archery")
static const skill_id skill_smg("smg")
static const skill_id skill_rifle("rifle")
static const skill_id skill_pistol("pistol")
skill_id gun_skill() const
The skill used to operate the gun.
Definition: item.cpp:7022
units::volume volume(bool integral=false) const
Total volume of an item accounting for all contained/integrated items NOTE: Result is rounded up to n...
Definition: item.cpp:4987

References item::gun_skill(), skill_archery, skill_pistol, skill_rifle, skill_shotgun, skill_smg, and item::volume().

Referenced by aim_per_move().

◆ aim_per_move()

double Character::aim_per_move ( const item gun,
double  recoil 
) const
Dexterity increases aiming speed

Definition at line 658 of file character.cpp.

659{
660 if( !gun.is_gun() ) {
661 return 0.0;
662 }
663
664 std::pair<int, int> best_sight = get_fastest_sight( gun, recoil );
665 int sight_speed_modifier = best_sight.first;
666 int limit = best_sight.second;
667 if( sight_speed_modifier == INT_MIN ) {
668 // No suitable sights (already at maximum aim).
669 return 0;
670 }
671
672 // Overall strategy for determining aim speed is to sum the factors that contribute to it,
673 // then scale that speed by current recoil level.
674 // Player capabilities make aiming faster, and aim speed slows down as it approaches 0.
675 // Base speed is non-zero to prevent extreme rate changes as aim speed approaches 0.
676 double aim_speed = 10.0;
677
678 skill_id gun_skill = gun.gun_skill();
679 // Ranges [0 - 10]
680 aim_speed += aim_speed_skill_modifier( gun_skill );
681
682 // Range [0 - 12]
683 /** @EFFECT_DEX increases aiming speed */
684 aim_speed += aim_speed_dex_modifier();
685
686 // Range [0 - 10]
687 aim_speed += sight_speed_modifier;
688
689 // Each 5 points (combined) of hand encumbrance decreases aim speed by one unit.
690 aim_speed -= aim_speed_encumbrance_modifier();
691
692 aim_speed = std::min( aim_speed, aim_cap_from_volume( gun ) );
693
694 // Just a raw scaling factor.
695 aim_speed *= 6.5;
696
697 // Scale rate logistically as recoil goes from MAX_RECOIL to 0.
698 aim_speed *= 1.0 - logarithmic_range( 0, MAX_RECOIL, recoil );
699
700 // Minimum improvement is 5MoA. This mostly puts a cap on how long aiming for sniping takes.
701 aim_speed = std::max( aim_speed, 5.0 );
702
703 // Never improve by more than the currently used sights permit.
704 return std::min( aim_speed, recoil - limit );
705}
double logarithmic_range(int min, int max, int pos)
Normalized logistic function.
double recoil
Definition: character.h:618
std::pair< int, int > get_fastest_sight(const item &gun, double recoil) const
Definition: character.cpp:570
double aim_speed_skill_modifier(const skill_id &gun_skill) const
Definition: character.cpp:611
double aim_speed_encumbrance_modifier() const
Definition: character.cpp:632
double aim_cap_from_volume(const item &gun) const
Definition: character.cpp:637
double aim_speed_dex_modifier() const
Definition: character.cpp:627
bool is_gun() const
Can this item be used to perform a ranged attack?
Definition: item.cpp:6363
constexpr double MAX_RECOIL

References aim_cap_from_volume(), aim_speed_dex_modifier(), aim_speed_encumbrance_modifier(), aim_speed_skill_modifier(), get_fastest_sight(), item::gun_skill(), item::is_gun(), logarithmic_range(), MAX_RECOIL, and recoil.

Referenced by npc::aim(), do_aim(), player::gun_engagement_moves(), npc::method_of_attack(), and target_ui::panel_fire_mode_aim().

◆ aim_speed_dex_modifier()

double Character::aim_speed_dex_modifier ( ) const

Definition at line 627 of file character.cpp.

628{
629 return get_dex() - 8;
630}
virtual int get_dex() const
Definition: character.cpp:4052

References get_dex().

Referenced by aim_per_move().

◆ aim_speed_encumbrance_modifier()

double Character::aim_speed_encumbrance_modifier ( ) const

Definition at line 632 of file character.cpp.

633{
634 return ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 10.0;
635}
int encumb(body_part bp) const
Returns ENC provided by armor, etc.
Definition: character.cpp:3985

References bp_hand_l, bp_hand_r, and encumb().

Referenced by aim_per_move(), and get_encumbrance_description().

◆ aim_speed_skill_modifier()

double Character::aim_speed_skill_modifier ( const skill_id gun_skill) const
Pistol increases aiming speed for pistols Smg increases aiming speed for SMGs Rifle increases aiming speed for rifles Shotgun increases aiming speed for shotguns Launcher increases aiming speed for launchers

Definition at line 611 of file character.cpp.

612{
613 double skill_mult = 1.0;
614 if( gun_skill == skill_pistol ) {
615 skill_mult = 2.0;
616 } else if( gun_skill == skill_rifle ) {
617 skill_mult = 0.9;
618 }
619 /** @EFFECT_PISTOL increases aiming speed for pistols */
620 /** @EFFECT_SMG increases aiming speed for SMGs */
621 /** @EFFECT_RIFLE increases aiming speed for rifles */
622 /** @EFFECT_SHOTGUN increases aiming speed for shotguns */
623 /** @EFFECT_LAUNCHER increases aiming speed for launchers */
624 return skill_mult * std::min( MAX_SKILL, get_skill_level( gun_skill ) );
625}
int get_skill_level(const skill_id &ident) const
Definition: character.cpp:3327
static constexpr int MAX_SKILL

References get_skill_level(), MAX_SKILL, skill_pistol, and skill_rifle.

Referenced by aim_per_move().

◆ all_items_with_flag()

std::vector< const item * > Character::all_items_with_flag ( const std::string &  flag) const

All items that have the given flag (item::has_flag).

Definition at line 9564 of file character.cpp.

9565{
9566 return items_with( [&flag]( const item & it ) {
9567 return it.has_flag( flag );
9568 } );
9569}

References item::has_flag(), and visitable< Character >::items_with().

Referenced by iexamine::choose_fertilizer(), iexamine::dimensional_portal(), has_fire(), and use_fire().

◆ allergy_type()

morale_type Character::allergy_type ( const item food) const

Returns allergy type or MORALE_NULL if not allergic for this character.

Definition at line 614 of file consumption.cpp.

615{
616 using allergy_tuple = std::tuple<trait_id, std::string, morale_type>;
617 static const std::array<allergy_tuple, 8> allergy_tuples = {{
624 }
625 };
626
627 for( const auto &tp : allergy_tuples ) {
628 if( has_trait( std::get<0>( tp ) ) &&
629 food.has_flag( std::get<1>( tp ) ) ) {
630 return std::get<2>( tp );
631 }
632 }
633
634 return MORALE_NULL;
635}
static const std::string flag_ALLERGEN_MILK("ALLERGEN_MILK")
static const std::string flag_ALLERGEN_VEGGY("ALLERGEN_VEGGY")
static const std::string flag_ALLERGEN_JUNK("ALLERGEN_JUNK")
static const std::string flag_ALLERGEN_FRUIT("ALLERGEN_FRUIT")
static const trait_id trait_ANTIWHEAT("ANTIWHEAT")
static const trait_id trait_ANTIJUNK("ANTIJUNK")
static const trait_id trait_VEGETARIAN("VEGETARIAN")
static const trait_id trait_LACTOSE("LACTOSE")
static const std::string flag_ALLERGEN_WHEAT("ALLERGEN_WHEAT")
static const std::string flag_ALLERGEN_MEAT("ALLERGEN_MEAT")
static const trait_id trait_MEATARIAN("MEATARIAN")
static const trait_id trait_ANTIFRUIT("ANTIFRUIT")
const morale_type MORALE_MEATARIAN("morale_meatarian")
const morale_type MORALE_ANTIJUNK("morale_antijunk")
const morale_type MORALE_ANTIWHEAT("morale_antiwheat")
const morale_type MORALE_ANTIFRUIT("morale_antifruit")
const morale_type MORALE_LACTOSE("morale_lactose")
const morale_type MORALE_VEGETARIAN("morale_vegetarian")
const morale_type MORALE_NULL("morale_null")

References flag_ALLERGEN_FRUIT(), flag_ALLERGEN_JUNK(), flag_ALLERGEN_MEAT(), flag_ALLERGEN_MILK(), flag_ALLERGEN_VEGGY(), flag_ALLERGEN_WHEAT(), item::has_flag(), has_trait(), MORALE_ANTIFRUIT, MORALE_ANTIJUNK, MORALE_ANTIWHEAT, MORALE_LACTOSE, MORALE_MEATARIAN, MORALE_NULL, MORALE_VEGETARIAN, trait_ANTIFRUIT, trait_ANTIJUNK, trait_ANTIWHEAT, trait_LACTOSE, trait_MEATARIAN, and trait_VEGETARIAN.

Referenced by item::color_in_inventory(), modify_morale(), and will_eat().

◆ allocated_invlets()

invlets_bitset Character::allocated_invlets ( ) const

Only use for UI things.

Returns all invlets that are currently used in the player inventory, the weapon slot and the worn items.

Definition at line 2528 of file character.cpp.

2529{
2531
2532 invlets.set( weapon.invlet );
2533 for( const auto &w : worn ) {
2534 invlets.set( w.invlet );
2535 }
2536
2537 invlets[0] = false;
2538
2539 return invlets;
2540}
inventory inv
Definition: character.h:1583
invlets_bitset allocated_invlets() const
Definition: inventory.cpp:1251
std::bitset< std::numeric_limits< char >::max()> invlets_bitset
Definition: inventory.h:36

References inventory::allocated_invlets(), inv, item::invlet, weapon, and worn.

Referenced by inventory::assign_empty_invlet(), game_menus::inv::common(), and i_add().

◆ ammo_count_for()

int Character::ammo_count_for ( const item gun)

Counts ammo and UPS charges (lower of) for a given gun on the character.

Definition at line 6497 of file character.cpp.

6498{
6500 if( !gun.is_gun() ) {
6501 return ret;
6502 }
6503
6504 int required = gun.ammo_required();
6505
6506 if( required > 0 ) {
6507 int total_ammo = 0;
6508 total_ammo += gun.ammo_remaining();
6509
6510 bool has_mag = gun.magazine_integral();
6511
6512 const auto found_ammo = find_ammo( gun, true, -1 );
6513 int loose_ammo = 0;
6514 for( const auto &ammo : found_ammo ) {
6515 if( ammo->is_magazine() ) {
6516 has_mag = true;
6517 total_ammo += ammo->ammo_remaining();
6518 } else if( ammo->is_ammo() ) {
6519 loose_ammo += ammo->charges;
6520 }
6521 }
6522
6523 if( has_mag ) {
6524 total_ammo += loose_ammo;
6525 }
6526
6527 ret = std::min( ret, total_ammo / required );
6528 }
6529
6530 int ups_drain = gun.get_gun_ups_drain();
6531 if( ups_drain > 0 ) {
6532 ret = std::min( ret, charges_of( itype_UPS ) / ups_drain );
6533 }
6534
6535 return ret;
6536}
static const itype_id itype_UPS("UPS")
std::vector< item_location > find_ammo(const item &obj, bool empty=true, int radius=1) const
Searches for ammo or magazines that can be used to reload obj.
Definition: character.cpp:2657
static const int INFINITE_CHARGES
Definition: item.h:2154
int ammo_remaining() const
Quantity of ammunition currently loaded in tool, gun or auxiliary gunmod.
Definition: item.cpp:7222
int ammo_required() const
Quantity of ammunition consumed per usage of tool or with each shot of gun.
Definition: item.cpp:7292
bool magazine_integral() const
Does item have an integral magazine (as opposed to allowing detachable magazines)
Definition: item.cpp:7499
int get_gun_ups_drain() const
Definition: item.cpp:9755
int charges_of(const itype_id &what, int limit=INT_MAX, const std::function< bool(const item &)> &filter=return_true< item >, std::function< void(int)> visitor=nullptr) const
Count maximum available charges from this instance and any contained items.
Definition: visitable.cpp:943

References item::ammo_remaining(), item::ammo_required(), visitable< Character >::charges_of(), find_ammo(), item::get_gun_ups_drain(), item::INFINITE_CHARGES, item::is_gun(), itype_UPS, item::magazine_integral(), and cata::hash64_detail::ret.

Referenced by give_item_to().

◆ amount_of_storage_bionics()

std::pair< int, int > Character::amount_of_storage_bionics ( ) const

Returns amount of Storage CBMs in the corpse.

Definition at line 2622 of file bionics.cpp.

2623{
2625
2626 // exclude amount of power capacity obtained via non-power-storage CBMs
2627 for( const bionic &it : *my_bionics ) {
2628 lvl -= it.info().capacity;
2629 }
2630
2631 std::pair<int, int> results( 0, 0 );
2632 if( lvl <= 0_kJ ) {
2633 return results;
2634 }
2635
2636 const units::energy pow_mkI = bio_power_storage->capacity;
2638
2639 while( lvl >= std::min( pow_mkI, pow_mkII ) ) {
2640 if( one_in( 2 ) ) {
2641 if( lvl >= pow_mkI ) {
2642 results.first++;
2643 lvl -= pow_mkI;
2644 }
2645 } else {
2646 if( lvl >= pow_mkII ) {
2647 results.second++;
2648 lvl -= pow_mkII;
2649 }
2650 }
2651 }
2652 return results;
2653}
units::energy get_max_power_level() const
Definition: character.cpp:1961
units::energy capacity
Power bank size.
Definition: bionics.h:45

References bio_power_storage, bio_power_storage_mkII, bionic_data::capacity, get_max_power_level(), my_bionics, and one_in().

Referenced by place_corpse().

◆ amount_worn()

int Character::amount_worn ( const itype_id id) const

Returns the amount of item ‘type’ that is currently worn.

Definition at line 2230 of file character.cpp.

2231{
2232 int amount = 0;
2233 for( auto &elem : worn ) {
2234 if( elem.typeId() == id ) {
2235 ++amount;
2236 }
2237 }
2238 return amount;
2239}

References worn.

Referenced by can_wear().

◆ apply_damage()

void Character::apply_damage ( Creature source,
bodypart_id  hurt,
int  dam,
bool  bypass_med = false 
)
overridevirtual

Actually hurt the player, hurts a body_part directly, no armor reduction.

Implements Creature.

Definition at line 8385 of file character.cpp.

8387{
8389 // don't do any more damage if we're already dead
8390 // Or if we're debugging and don't want to die
8391 return;
8392 }
8393
8394 if( hurt == bodypart_id( "num_bp" ) ) {
8395 debugmsg( "Wacky body part hurt!" );
8396 hurt = bodypart_id( "torso" );
8397 }
8398
8399 mod_pain( dam / 2 );
8400
8401 const bodypart_id &part_to_damage = hurt->main_part;
8402
8403 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( part_to_damage ) );
8404
8405 mod_part_hp_cur( part_to_damage, - dam_to_bodypart );
8407
8408 if( !weapon.is_null() && !as_player()->can_wield( weapon ).success() &&
8409 can_unwield( weapon ).success() ) {
8410 add_msg_if_player( _( "You are no longer able to wield your %s and drop it!" ),
8411 weapon.display_name() );
8413 i_rem( &weapon );
8414 }
8415 if( has_effect( effect_mending, part_to_damage->token ) ) {
8416 effect &e = get_effect( effect_mending, part_to_damage->token );
8417 float remove_mend = dam / 20.0f;
8418 e.mod_duration( -e.get_max_duration() * remove_mend );
8419 }
8420
8421 if( dam > get_painkiller() ) {
8422 on_hurt( source );
8423 }
8424
8425 if( !bypass_med ) {
8426 // remove healing effects if damaged
8427 int remove_med = roll_remainder( dam / 5.0f );
8428 if( remove_med > 0 && has_effect( effect_bandaged, part_to_damage->token ) ) {
8429 remove_med -= reduce_healing_effect( effect_bandaged, remove_med, part_to_damage );
8430 }
8431 if( remove_med > 0 && has_effect( effect_disinfected, part_to_damage->token ) ) {
8432 reduce_healing_effect( effect_disinfected, remove_med, part_to_damage );
8433 }
8434 }
8435}
void put_into_vehicle_or_drop(Character &c, item_drop_reason, const std::list< item > &items)
static const trait_id trait_DEBUG_NODMG("DEBUG_NODMG")
static const efftype_id effect_bandaged("bandaged")
static const efftype_id effect_disinfected("disinfected")
static const efftype_id effect_mending("mending")
int get_painkiller() const
Returns intensity of painkillers
Definition: character.cpp:9777
item i_rem(int pos)
Remove a specific item from player possession.
Definition: character.cpp:2413
int reduce_healing_effect(const efftype_id &eff_id, int remove_med, const bodypart_id &hurt)
Reduce healing effect intensity, return initial intensity of the effect.
Definition: character.cpp:8593
void on_hurt(Creature *source, bool disturb=true)
Handles effects that happen when the player is damaged and aware of the fact.
Definition: character.cpp:8666
ret_val< bool > can_unwield(const item &it) const
Check player capable of unwielding an item.
Definition: character.cpp:3136
void mod_part_hp_cur(const bodypart_id &id, int mod)
Definition: creature.cpp:1584
virtual void mod_pain(int npain)
Definition: creature.cpp:1341
virtual bool is_dead_state() const =0
int get_part_hp_cur(const bodypart_id &id) const
Definition: creature.cpp:1554
Definition: effect.h:161
void mod_duration(const time_duration &dur, bool alert=false)
Mods the duration, capping at max_duration if it exists.
Definition: effect.cpp:821
time_duration get_max_duration() const
Returns the maximum duration of an effect.
Definition: effect.cpp:801
void send(const cata::event &) const
Definition: event_bus.cpp:58
std::string display_name(unsigned int quantity=1) const
Returns the item name and the charges or contained charges (if the item can have charges at all).
Definition: item.cpp:4706
ret_val< bool > can_wield(const item &it) const
Check player capable of wielding an item.
Definition: player.cpp:2491
@ character_takes_damage
event_bus & get_event_bus()
Definition: game.cpp:12571

References _, Creature::add_msg_if_player(), Creature::as_player(), can_unwield(), player::can_wield(), character_takes_damage, debugmsg, item::display_name(), effect_bandaged, effect_disinfected, effect_mending, Creature::get_effect(), get_event_bus(), effect::get_max_duration(), get_painkiller(), Creature::get_part_hp_cur(), getID(), Creature::has_effect(), has_trait(), i_rem(), Creature::is_dead_state(), item::is_null(), effect::mod_duration(), Creature::mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), put_into_vehicle_or_drop(), reduce_healing_effect(), roll_remainder(), event_bus::send(), trait_DEBUG_NODMG, tumbling, and weapon.

Referenced by activate_bionic(), iuse::blech(), cough(), debug_menu::debug(), do_damage_for_bionic_failure(), eff_fun_bleed(), eff_fun_fungus(), iuse::ehandcuffs(), game::find_or_make_stairs(), heal_actor::finish_using(), iexamine::flower_cactus(), iexamine::flower_poppy(), start_location::handle_heli_crash(), player::hardcoded_effects(), player::knock_back_to(), activity_handlers::operation_do_turn(), player::process_one_effect(), suffer_from_radiation(), suffer_from_sunburn(), suffer_water_damage(), and suffer_while_underwater().

◆ apply_mods()

void Character::apply_mods ( const trait_id mut,
bool  add_remove 
)
protected

Applies stat mods to character.

Definition at line 206 of file mutation.cpp.

207{
208 int sign = add_remove ? 1 : -1;
209 int str_change = get_mod( mut, "STR" );
210 str_max += sign * str_change;
211 per_max += sign * get_mod( mut, "PER" );
212 dex_max += sign * get_mod( mut, "DEX" );
213 int_max += sign * get_mod( mut, "INT" );
214
215 if( str_change != 0 ) {
216 recalc_hp();
217 }
218}
void recalc_hp()
Recalculates HP after a change to max strength.
Definition: character.cpp:1645
int get_mod(const trait_id &mut, const std::string &arg) const
Retrieves a stat mod of a mutation.
Definition: mutation.cpp:195

References dex_max, get_mod(), int_max, per_max, recalc_hp(), and str_max.

Referenced by deactivate_mutation(), mutation_effect(), mutation_loss_effect(), mutation_spend_resources(), and suffer_mutation_power().

◆ apply_persistent_morale()

void Character::apply_persistent_morale ( )

Ensures persistent morale effects are up-to-date.

Definition at line 8982 of file character.cpp.

8983{
8984 // Hoarders get a morale penalty if they're not carrying a full inventory.
8985 if( has_trait( trait_HOARDER ) ) {
8986 int pen = ( volume_capacity() - volume_carried() ) / 125_ml;
8987 if( pen > 70 ) {
8988 pen = 70;
8989 }
8990 if( pen <= 0 ) {
8991 pen = 0;
8992 }
8993 if( has_effect( effect_took_xanax ) ) {
8994 pen = pen / 7;
8995 } else if( has_effect( effect_took_prozac ) ) {
8996 pen = pen / 2;
8997 }
8998 if( pen > 0 ) {
8999 add_morale( MORALE_PERM_HOARDER, -pen, -pen, 1_minutes, 1_minutes, true );
9000 }
9001 }
9002 // Nomads get a morale penalty if they stay near the same overmap tiles too long.
9004 const tripoint_abs_omt ompos = global_omt_location();
9005 float total_time = 0;
9006 // Check how long we've stayed in any overmap tile within 5 of us.
9007 const int max_dist = 5;
9008 for( const tripoint_abs_omt &pos : points_in_radius( ompos, max_dist ) ) {
9009 const float dist = rl_dist( ompos, pos );
9010 if( dist > max_dist ) {
9011 continue;
9012 }
9013 const auto iter = overmap_time.find( pos.xy() );
9014 if( iter == overmap_time.end() ) {
9015 continue;
9016 }
9017 // Count time in own tile fully, tiles one away as 4/5, tiles two away as 3/5, etc.
9018 total_time += to_moves<float>( iter->second ) * ( max_dist - dist ) / max_dist;
9019 }
9020 // Characters with higher tiers of Nomad suffer worse morale penalties, faster.
9021 int max_unhappiness;
9022 float min_time, max_time;
9023 if( has_trait( trait_NOMAD ) ) {
9024 max_unhappiness = 20;
9025 min_time = to_moves<float>( 2_days );
9026 max_time = to_moves<float>( 4_days );
9027 } else if( has_trait( trait_NOMAD2 ) ) {
9028 max_unhappiness = 40;
9029 min_time = to_moves<float>( 1_days );
9030 max_time = to_moves<float>( 2_days );
9031 } else { // traid_NOMAD3
9032 max_unhappiness = 60;
9033 min_time = to_moves<float>( 12_hours );
9034 max_time = to_moves<float>( 1_days );
9035 }
9036 // The penalty starts at 1 at min_time and scales up to max_unhappiness at max_time.
9037 const float t = ( total_time - min_time ) / ( max_time - min_time );
9038 const int pen = std::ceil( lerp_clamped( 0, max_unhappiness, t ) );
9039 if( pen > 0 ) {
9040 add_morale( MORALE_PERM_NOMAD, -pen, -pen, 1_minutes, 1_minutes, true );
9041 }
9042 }
9043
9044 if( has_trait( trait_PROF_FOODP ) ) {
9045 // Loosing your face is distressing
9046 if( !( is_wearing( itype_id( "foodperson_mask" ) ) ||
9047 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
9048 add_morale( MORALE_PERM_NOFACE, -20, -20, 1_minutes, 1_minutes, true );
9049 } else if( is_wearing( itype_id( "foodperson_mask" ) ) ||
9050 is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9052 }
9053
9054 if( is_wearing( itype_id( "foodperson_mask_on" ) ) ) {
9055 add_morale( MORALE_PERM_FPMODE_ON, 10, 10, 1_minutes, 1_minutes, true );
9056 } else {
9058 }
9059 }
9060}
constexpr T lerp_clamped(const T &min, const T &max, float t)
Linear interpolation with t clamped to [0, 1].
Definition: cata_utility.h:162
static const efftype_id effect_took_prozac("took_prozac")
static const trait_id trait_PROF_FOODP("PROF_FOODP")
static const trait_id trait_HOARDER("HOARDER")
static const trait_id trait_NOMAD2("NOMAD2")
static const trait_id trait_NOMAD3("NOMAD3")
static const trait_id trait_NOMAD("NOMAD")
static const efftype_id effect_took_xanax("took_xanax")
units::volume volume_capacity() const
Definition: character.cpp:2832
std::unordered_map< point_abs_omt, time_duration > overmap_time
Amount of time the player has spent in each overmap tile.
Definition: character.h:2267
bool is_wearing(const itype_id &it) const
Returns true if the player is wearing the item.
Definition: character.cpp:3221
units::volume volume_carried() const
Definition: character.cpp:2705
void add_morale(const morale_type &type, int bonus, int max_bonus=0, const time_duration &duration=1_hours, const time_duration &decay_start=30_minutes, bool capped=false, const itype *item_type=nullptr)
Definition: character.cpp:9067
void rem_morale(const morale_type &type)
Definition: character.cpp:9088
tripoint_range< Tripoint > points_in_radius(const Tripoint &center, const int radius, const int radiusz=0)
Definition: map_iterator.h:125
const morale_type MORALE_PERM_FPMODE_ON("morale_perm_fpmode_on")
const morale_type MORALE_PERM_HOARDER("morale_perm_hoarder")
const morale_type MORALE_PERM_NOMAD("morale_perm_nomad")
const morale_type MORALE_PERM_NOFACE("morale_perm_noface")
constexpr point xy() const
Definition: point.h:220

References add_morale(), effect_took_prozac, effect_took_xanax, global_omt_location(), Creature::has_effect(), has_trait(), is_wearing(), itype_id, lerp_clamped(), MORALE_PERM_FPMODE_ON, MORALE_PERM_HOARDER, MORALE_PERM_NOFACE, MORALE_PERM_NOMAD, overmap_time, points_in_radius(), pos(), rem_morale(), rl_dist(), trait_HOARDER, trait_NOMAD, trait_NOMAD2, trait_NOMAD3, trait_PROF_FOODP, volume_capacity(), volume_carried(), and tripoint::xy().

Referenced by debug_menu::character_edit_menu(), check_and_recover_morale(), avatar::create(), and update_morale().

◆ apply_skill_boost()

void Character::apply_skill_boost ( )
private

Applies skill-based boosts to stats.

Definition at line 3472 of file character.cpp.

3473{
3474 for( const skill_boost &boost : skill_boost::get_all() ) {
3475 // For migration, reset previously applied bonus.
3476 // Remove after 0.E or so.
3477 const std::string bonus_name = boost.stat() + std::string( "_bonus" );
3478 std::string previous_bonus = get_value( bonus_name );
3479 if( !previous_bonus.empty() ) {
3480 if( boost.stat() == "str" ) {
3481 str_max -= atoi( previous_bonus.c_str() );
3482 } else if( boost.stat() == "dex" ) {
3483 dex_max -= atoi( previous_bonus.c_str() );
3484 } else if( boost.stat() == "int" ) {
3485 int_max -= atoi( previous_bonus.c_str() );
3486 } else if( boost.stat() == "per" ) {
3487 per_max -= atoi( previous_bonus.c_str() );
3488 }
3489 remove_value( bonus_name );
3490 }
3491 // End migration code
3492 int skill_total = 0;
3493 for( const std::string &skill_str : boost.skills() ) {
3494 skill_total += get_skill_level( skill_id( skill_str ) );
3495 }
3496 mod_stat( boost.stat(), boost.calc_bonus( skill_total ) );
3497 if( boost.stat() == "str" ) {
3498 recalc_hp();
3499 }
3500 }
3501}
void mod_stat(const std::string &stat, float modifier) override
Definition: character.cpp:513
void remove_value(const std::string &key)
Definition: creature.cpp:1330
static const std::vector< skill_boost > & get_all()
Definition: skill_boost.cpp:15

References dex_max, skill_boost::get_all(), get_skill_level(), Creature::get_value(), int_max, mod_stat(), per_max, recalc_hp(), Creature::remove_value(), skill_id, and str_max.

Referenced by reset_stats().

◆ apply_wetness_morale()

void Character::apply_wetness_morale ( int  temperature)

Recalculates morale penalty/bonus from wetness based on mutations, equipment and temperature.

Definition at line 1805 of file suffer.cpp.

1806{
1807 // First, a quick check if we have any wetness to calculate morale from
1808 // Faster than checking all worn items for friendliness
1809 if( !std::any_of( body_wetness.begin(), body_wetness.end(),
1810 []( const int w ) {
1811 return w != 0;
1812} ) ) {
1813 return;
1814 }
1815
1816 // Normalize temperature to [-1.0,1.0]
1817 temperature = std::max( 0, std::min( 100, temperature ) );
1818 const double global_temperature_mod = -1.0 + ( 2.0 * temperature / 100.0 );
1819
1820 int total_morale = 0;
1821 const auto wet_friendliness = exclusive_flag_coverage( "WATER_FRIENDLY" );
1822 for( const body_part bp : all_body_parts ) {
1823 // Sum of body wetness can go up to 103
1824 const int part_drench = body_wetness[bp];
1825 if( part_drench == 0 ) {
1826 continue;
1827 }
1828
1829 const auto &part_arr = mut_drench[bp];
1830 const int part_ignored = part_arr[WT_IGNORED];
1831 const int part_neutral = part_arr[WT_NEUTRAL];
1832 const int part_good = part_arr[WT_GOOD];
1833
1834 if( part_ignored >= part_drench ) {
1835 continue;
1836 }
1837
1838 int bp_morale = 0;
1839 const bool is_friendly = wet_friendliness.test( bp );
1840 const int effective_drench = part_drench - part_ignored;
1841 if( is_friendly ) {
1842 // Using entire bonus from mutations and then some "human" bonus
1843 bp_morale = std::min( part_good, effective_drench ) + effective_drench / 2;
1844 } else if( effective_drench < part_good ) {
1845 // Positive or 0
1846 // Won't go higher than part_good / 2
1847 // Wet slime/scale doesn't feel as good when covered by wet rags/fur/kevlar
1848 bp_morale = std::min( effective_drench, part_good - effective_drench );
1849 } else if( effective_drench > part_good + part_neutral ) {
1850 // This one will be negative
1851 bp_morale = part_good + part_neutral - effective_drench;
1852 }
1853
1854 // Clamp to [COLD,HOT] and cast to double
1855 const double part_temperature =
1856 std::min( BODYTEMP_HOT, std::max( BODYTEMP_COLD, temp_cur[bp] ) );
1857 // 0.0 at COLD, 1.0 at HOT
1858 const double part_mod = ( part_temperature - BODYTEMP_COLD ) /
1860 // Average of global and part temperature modifiers, each in range [-1.0, 1.0]
1861 double scaled_temperature = ( global_temperature_mod + part_mod ) / 2;
1862
1863 if( bp_morale < 0 ) {
1864 // Damp, hot clothing on hot skin feels bad
1865 scaled_temperature = std::fabs( scaled_temperature );
1866 }
1867
1868 // For an unmutated human swimming in deep water, this will add up to:
1869 // +51 when hot in 100% water friendly clothing
1870 // -103 when cold/hot in 100% unfriendly clothing
1871 total_morale += static_cast<int>( bp_morale * ( 1.0 + scaled_temperature ) / 2.0 );
1872 }
1873
1874 if( total_morale == 0 ) {
1875 return;
1876 }
1877
1878 int morale_effect = total_morale / 8;
1879 if( morale_effect == 0 ) {
1880 if( total_morale > 0 ) {
1881 morale_effect = 1;
1882 } else {
1883 morale_effect = -1;
1884 }
1885 }
1886 // 61_seconds because decay is applied in 1_minutes increments
1887 add_morale( MORALE_WET, morale_effect, total_morale, 61_seconds, 61_seconds, true );
1888}
constexpr std::array< body_part, 12 > all_body_parts
Contains all valid body_part values in the order they are defined in.
Definition: bodypart.h:82
body_part
Definition: bodypart.h:39
body_part_set exclusive_flag_coverage(const std::string &flag) const
Bitset of all the body parts covered only with items with flag (or nothing)
Definition: character.cpp:4028
std::array< std::array< int, NUM_WATER_TOLERANCE >, num_bp > mut_drench
Definition: character.h:902
const morale_type MORALE_WET("morale_wet")
quantity< V, U > fabs(quantity< V, U > q)
Definition: units_def.h:136
quantity< int, temperature_in_millidegree_celsius_tag > temperature
static constexpr int BODYTEMP_COLD
Do not change this value, it is an arbitrary anchor on which other calculations are made.
Definition: weather.h:34
static constexpr int BODYTEMP_HOT
Level 2 hotness.
Definition: weather.h:38

References add_morale(), all_body_parts, body_wetness, BODYTEMP_COLD, BODYTEMP_HOT, exclusive_flag_coverage(), units::fabs(), MORALE_WET, mut_drench, temp_cur, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by game::do_turn().

◆ armor_absorb()

bool Character::armor_absorb ( damage_unit du,
item armor 
)

Reduces and mutates du, prints messages about armor taking damage.

Returns
true if the armor was completely destroyed (and the item must be deleted).

Definition at line 8272 of file character.cpp.

8273{
8274 if( rng( 1, 100 ) > armor.get_coverage() ) {
8275 return false;
8276 }
8277
8278 // TODO: add some check for power armor
8279 armor.mitigate_damage( du );
8280
8281 // We want armor's own resistance to this type, not the resistance it grants
8282 const int armors_own_resist = armor.damage_resist( du.type, true );
8283 if( armors_own_resist > 1000 ) {
8284 // This is some weird type that doesn't damage armors
8285 return false;
8286 }
8287
8288 // Scale chance of article taking damage based on the number of parts it covers.
8289 // This represents large articles being able to take more punishment
8290 // before becoming ineffective or being destroyed.
8291 const int num_parts_covered = armor.get_covered_body_parts().count();
8292 if( !one_in( num_parts_covered ) ) {
8293 return false;
8294 }
8295
8296 // Don't damage armor as much when bypassed by armor piercing
8297 // Most armor piercing damage comes from bypassing armor, not forcing through
8298 const int raw_dmg = du.amount;
8299 if( raw_dmg > armors_own_resist ) {
8300 // If damage is above armor value, the chance to avoid armor damage is
8301 // 50% + 50% * 1/dmg
8302 if( one_in( raw_dmg ) || one_in( 2 ) ) {
8303 return false;
8304 }
8305 } else {
8306 // Sturdy items and power armors never take chip damage.
8307 // Other armors have 0.5% of getting damaged from hits below their armor value.
8308 if( armor.has_flag( flag_STURDY ) || !one_in( 200 ) ) {
8309 return false;
8310 }
8311 }
8312
8313 const material_type &material = armor.get_random_material();
8314 std::string damage_verb = ( du.type == DT_BASH ) ? material.bash_dmg_verb() :
8315 material.cut_dmg_verb();
8316
8317 const std::string pre_damage_name = armor.tname();
8318 const std::string pre_damage_adj = armor.get_base_material().dmg_adj( armor.damage_level( 4 ) );
8319
8320 // add "further" if the damage adjective and verb are the same
8321 std::string format_string = ( pre_damage_adj == damage_verb ) ?
8322 _( "Your %1$s is %2$s further!" ) : _( "Your %1$s is %2$s!" );
8323 add_msg_if_player( m_bad, format_string, pre_damage_name, damage_verb );
8324 //item is damaged
8325 if( is_player() ) {
8326 SCT.add( point( posx(), posy() ), direction::NORTH, remove_color_tags( pre_damage_name ), m_neutral,
8327 damage_verb,
8328 m_info );
8329 }
8330
8331 return armor.mod_damage( armor.has_flag( "FRAGILE" ) ?
8333}
static const std::string flag_STURDY("STURDY")
virtual bool is_player() const
Definition: creature.h:92
size_t count() const
Definition: bodypart.h:252
const material_type & get_random_material() const
Get a material reference to a random material that this item is made of.
Definition: item.cpp:6981
bool mod_damage(int qty, damage_type dt)
Apply damage to const itemrained by min_damage and max_damage.
Definition: item.cpp:6072
int damage_level(int max) const
Scale item damage to the given number of levels.
Definition: item.cpp:698
int damage_resist(damage_type dt, bool to_self=false) const
Resistance provided by this item against damage type given by an enum.
Definition: item.cpp:6217
const material_type & get_base_material() const
Get the basic (main) material of this item.
Definition: item.cpp:6986
body_part_set get_covered_body_parts() const
Bitset of all covered body parts.
Definition: item.cpp:750
int get_coverage() const
Returns the relative coverage that this item has when worn.
Definition: item.cpp:5746
void mitigate_damage(damage_unit &du) const
Assuming that specified du hit the armor, reduce du based on the item's resistance to the damage type...
Definition: item.cpp:6209
std::string cut_dmg_verb() const
Definition: material.cpp:190
std::string dmg_adj(int damage) const
Definition: material.cpp:195
std::string bash_dmg_verb() const
Definition: material.cpp:185
static constexpr int damage_scale
Definition: itype.h:1000

References _, scrollingcombattext::add(), Creature::add_msg_if_player(), damage_unit::amount, material_type::bash_dmg_verb(), body_part_set::count(), material_type::cut_dmg_verb(), item::damage_level(), item::damage_resist(), itype::damage_scale, material_type::dmg_adj(), DT_BASH, flag_STURDY(), item::get_base_material(), item::get_coverage(), item::get_covered_body_parts(), item::get_random_material(), item::has_flag(), Creature::is_player(), m_bad, m_info, m_neutral, item::mitigate_damage(), item::mod_damage(), NORTH, one_in(), posx(), posy(), remove_color_tags(), rng(), SCT, item::tname(), and damage_unit::type.

Referenced by absorb_hit().

◆ armwear_factor()

double Character::armwear_factor ( ) const

Same as footwear factor, but for arms.

Definition at line 8899 of file character.cpp.

8900{
8901 double ret = 0;
8902 if( wearing_something_on( bodypart_id( "arm_l" ) ) ) {
8903 ret += .5;
8904 }
8905 if( wearing_something_on( bodypart_id( "arm_r" ) ) ) {
8906 ret += .5;
8907 }
8908 return ret;
8909}
bool wearing_something_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body part.
Definition: character.cpp:8835

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by suffer_in_sunlight().

◆ as_character() [1/2]

const Character * Character::as_character ( ) const
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 269 of file character.h.

269 {
270 return this;
271 }

◆ as_character() [2/2]

Character * Character::as_character ( )
inlineoverridevirtual

Reimplemented from Creature.

Definition at line 266 of file character.h.

266 {
267 return this;
268 }

Referenced by doors::close_door(), and emit_radio_signal().

◆ assign_activity() [1/2]

void Character::assign_activity ( const activity_id type,
int  moves = calendar::INDEFINITELY_LONG,
int  index = -1,
int  pos = INT_MIN,
const std::string &  name = "" 
)

Legacy activity assignment, does not work for any activites using the new activity_actor class and may cause issues with resuming.

TODO: delete this once migration of activites to the activity_actor system is complete

Definition at line 9165 of file character.cpp.

9167{
9169}
int moves
Definition: creature.h:569

References assign_activity(), Creature::moves, name, pos(), and type.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), cast_spell(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), iuse::dig(), iuse::dig_channel(), player::disassemble(), player::disassemble_all(), overmap_ui::display(), talk_function::do_butcher(), talk_function::do_chop_plank(), talk_function::do_chop_trees(), talk_function::do_construction(), talk_function::do_farming(), talk_function::do_fishing(), talk_function::do_mining(), npc::do_pulp(), player_activity::do_turn(), talk_function::do_vehicle_deconstruct(), talk_function::do_vehicle_repair(), drop(), game::exam_vehicle(), iuse::fill_pit(), npc::find_job_to_perform(), talk_function::find_mount(), avatar_action::fire_ranged_bionic(), avatar_action::fire_ranged_mutation(), avatar_action::fire_wielded_weapon(), activity_handlers::fish_finish(), iuse::fishing_rod(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), iuse::hand_crank(), install_bionics(), iuse::jackhammer(), loot(), iuse::makemound(), iuse::meditate(), iuse::mind_splicer(), mine_activity(), gates::open_gate(), iuse::oxytorch(), iuse::pickaxe(), game::place_player(), iexamine::plant_seed(), iuse::play_game(), iuse::portable_game(), avatar::read(), game::reload(), activity_handlers::resume_for_multi_activities(), iuse::robotcontrol(), iexamine::rubble(), iexamine::safe(), iuse::shavekit(), iexamine::shrub_wildveggies(), smash(), talk_function::sort_loot(), player::start_craft(), start_destination_activity(), game::start_hauling(), npc::start_read(), player::toolmod_add(), try_start_hacking(), player::try_to_sleep(), uninstall_bionic(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), learn_spell_actor::use(), cast_spell_actor::use(), vehicle_activity(), iuse::vibe(), wait(), and wash_items().

◆ assign_activity() [2/2]

void Character::assign_activity ( const player_activity act,
bool  allow_resume = true 
)

Assigns activity to player, possibly resuming old activity if it's similar enough.

Definition at line 9171 of file character.cpp.

9172{
9173 bool resuming = false;
9174 if( allow_resume && !backlog.empty() && backlog.front().can_resume_with( act, *this ) ) {
9175 resuming = true;
9176 add_msg_if_player( _( "You resume your task." ) );
9177 activity = backlog.front();
9178 backlog.pop_front();
9179 } else {
9180 if( activity ) {
9181 backlog.push_front( activity );
9182 }
9183
9184 activity = act;
9185 }
9186
9187 activity.start_or_resume( *this, resuming );
9188
9189 if( is_npc() ) {
9191 npc *guy = dynamic_cast<npc *>( this );
9195 }
9196}
void cancel_stashed_activity()
Definition: character.cpp:958
std::list< player_activity > backlog
Definition: character.h:1581
virtual bool is_npc() const
Definition: creature.h:98
Definition: npc.h:781
void set_attitude(npc_attitude new_attitude)
Definition: npc.cpp:3141
activity_id current_activity_id
Definition: npc.h:1249
void set_mission(npc_mission new_mission)
Definition: npc.cpp:3120
const activity_id & id() const
void start_or_resume(Character &who, bool resuming)
Preform necessary initialization to start or resume the activity.
@ NPCATT_ACTIVITY
Definition: npc.h:98
@ NPC_MISSION_ACTIVITY
Definition: npc.h:190
activity_id act
Definition: sounds.cpp:75

References _, act, activity, Creature::add_msg_if_player(), backlog, cancel_stashed_activity(), npc::current_activity_id, player_activity::id(), Creature::is_npc(), NPC_MISSION_ACTIVITY, NPCATT_ACTIVITY, npc::set_attitude(), npc::set_mission(), and player_activity::start_or_resume().

◆ assign_stashed_activity()

void Character::assign_stashed_activity ( )

Definition at line 980 of file character.cpp.

981{
985}
player_activity stashed_outbounds_backlog
Definition: character.h:1579
player_activity stashed_outbounds_activity
Definition: character.h:1578

References activity, backlog, cancel_stashed_activity(), stashed_outbounds_activity, and stashed_outbounds_backlog.

Referenced by npc::move().

◆ attack_cost()

int Character::attack_cost ( const item weap) const

Returns cost (in moves) of attacking with given item (no modifiers, like stuck)

Melee increases melee attack speed Dexterity increases attack speed

Definition at line 2165 of file melee.cpp.

2166{
2167 const int base_move_cost = weap.attack_cost() / 2;
2168 const int melee_skill = has_active_bionic( bionic_id( bio_cqb ) ) ? BIO_CQB_LEVEL : get_skill_level(
2169 skill_melee );
2170 /** @EFFECT_MELEE increases melee attack speed */
2171 const int skill_cost = static_cast<int>( ( base_move_cost * ( 15 - melee_skill ) / 15 ) );
2172 /** @EFFECT_DEX increases attack speed */
2173 const int dexbonus = dex_cur / 2;
2174 const int encumbrance_penalty = encumb( bp_torso ) +
2175 ( encumb( bp_hand_l ) + encumb( bp_hand_r ) ) / 2;
2176 const int ma_move_cost = mabuff_attack_cost_penalty();
2177 const float stamina_ratio = static_cast<float>( get_stamina() ) / static_cast<float>
2178 ( get_stamina_max() );
2179 // Increase cost multiplier linearly from 1.0 to 2.0 as stamina goes from 25% to 0%.
2180 const float stamina_penalty = 1.0 + std::max( ( 0.25f - stamina_ratio ) * 4.0f, 0.0f );
2181 const float ma_mult = mabuff_attack_cost_mult();
2182
2183 int move_cost = base_move_cost;
2184 // Stamina penalty only affects base/2 and encumbrance parts of the cost
2185 move_cost += encumbrance_penalty;
2186 move_cost *= stamina_penalty;
2187 move_cost += skill_cost;
2188 move_cost -= dexbonus;
2189
2191
2192 // Martial arts last. Flat has to be after mult, because comments say so.
2193 move_cost *= ma_mult;
2194 move_cost += ma_move_cost;
2195
2196 move_cost *= mutation_value( "attackcost_modifier" );
2197
2198 if( move_cost < 25 ) {
2199 return 25;
2200 }
2201
2202 return move_cost;
2203}
static int move_cost(const item &it, const tripoint &src, const tripoint &dest)
int get_stamina() const
Definition: character.cpp:7175
float mabuff_attack_cost_mult() const
Returns the multiplier on move cost of attacks.
float mutation_value(const std::string &val) const
Goes over all mutations, gets min and max of a value with given name.
Definition: character.cpp:6732
int mabuff_attack_cost_penalty() const
Returns the flat penalty to move cost of attacks.
double bonus_from_enchantments(double base, enchant_vals::mod value, bool round=false) const
Calculate bonus from enchantments for given base value.
Definition: character.cpp:8017
int get_stamina_max() const
Definition: character.cpp:7180
int attack_cost() const
Base number of moves (Creature::moves) that a single melee attack with this items takes.
Definition: item.cpp:5080
static constexpr int BIO_CQB_LEVEL
static const bionic_id bio_cqb("bio_cqb")
static const skill_id skill_melee("melee")

References item::attack_cost(), enchant_vals::ATTACK_COST, bio_cqb, BIO_CQB_LEVEL, bionic_id, bonus_from_enchantments(), bp_hand_l, bp_hand_r, bp_torso, dex_cur, encumb(), get_skill_level(), get_stamina(), get_stamina_max(), has_active_bionic(), mabuff_attack_cost_mult(), mabuff_attack_cost_penalty(), move_cost(), mutation_value(), and skill_melee.

Referenced by player::disarm(), item::effective_dps(), melee_attack(), and player::reach_attack().

◆ attitude_to()

Creature::Attitude Character::attitude_to ( const Creature other) const
overridevirtual

Attitude (of this creature) towards another creature.

This might not be symmetric.

Implements Creature.

Reimplemented in npc.

Definition at line 10339 of file character.cpp.

10340{
10341 const auto m = dynamic_cast<const monster *>( &other );
10342 if( m != nullptr ) {
10343 if( m->friendly != 0 ) {
10344 return A_FRIENDLY;
10345 }
10346 switch( m->attitude( const_cast<Character *>( this ) ) ) {
10347 // player probably does not want to harm them, but doesn't care much at all.
10348 case MATT_FOLLOW:
10349 case MATT_FPASSIVE:
10350 case MATT_IGNORE:
10351 case MATT_FLEE:
10352 return A_NEUTRAL;
10353 // player does not want to harm those.
10354 case MATT_FRIEND:
10355 case MATT_ZLAVE:
10356 // Don't want to harm your zlave!
10357 return A_FRIENDLY;
10358 case MATT_ATTACK:
10359 return A_HOSTILE;
10360 case MATT_NULL:
10362 break;
10363 }
10364
10365 return A_NEUTRAL;
10366 }
10367
10368 const auto p = dynamic_cast<const npc *>( &other );
10369 if( p != nullptr ) {
10370 if( p->is_enemy() ) {
10371 return A_HOSTILE;
10372 } else if( p->is_player_ally() ) {
10373 return A_FRIENDLY;
10374 } else {
10375 return A_NEUTRAL;
10376 }
10377 } else if( &other == this ) {
10378 return A_FRIENDLY;
10379 }
10380
10381 return A_NEUTRAL;
10382}
@ A_NEUTRAL
Definition: creature.h:170
@ A_HOSTILE
Definition: creature.h:169
@ A_FRIENDLY
Definition: creature.h:171
@ MATT_ZLAVE
Definition: monster.h:62
@ MATT_FLEE
Definition: monster.h:58
@ NUM_MONSTER_ATTITUDES
Definition: monster.h:63
@ MATT_FRIEND
Definition: monster.h:56
@ MATT_FOLLOW
Definition: monster.h:60
@ MATT_ATTACK
Definition: monster.h:61
@ MATT_NULL
Definition: monster.h:55
@ MATT_IGNORE
Definition: monster.h:59
@ MATT_FPASSIVE
Definition: monster.h:57

References Creature::A_FRIENDLY, Creature::A_HOSTILE, Creature::A_NEUTRAL, MATT_ATTACK, MATT_FLEE, MATT_FOLLOW, MATT_FPASSIVE, MATT_FRIEND, MATT_IGNORE, MATT_NULL, MATT_ZLAVE, NUM_MONSTER_ATTITUDES, and other.

Referenced by game::is_hostile_within(), and player::sort_armor().

◆ base_age()

int Character::base_age ( ) const

Definition at line 6867 of file character.cpp.

6868{
6869 return init_age;
6870}

References init_age.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_age(), and set_description().

◆ base_comfort_value()

Character::comfort_response_t Character::base_comfort_value ( const tripoint p) const

Rate point's ability to serve as a bed.

Only takes certain mutations into account, and not fatigue nor stimulants.

Definition at line 5670 of file character.cpp.

5671{
5672 // Comfort of sleeping spots is "objective", while sleep_spot( p ) is "subjective"
5673 // As in the latter also checks for fatigue and other variables while this function
5674 // only looks at the base comfyness of something. It's still subjective, in a sense,
5675 // as arachnids who sleep in webs will find most places comfortable for instance.
5676 int comfort = 0;
5677
5678 comfort_response_t comfort_response;
5679
5680 bool plantsleep = has_trait( trait_CHLOROMORPH );
5681 bool fungaloid_cosplay = has_trait( trait_M_SKIN3 );
5682 bool websleep = has_trait( trait_WEB_WALKER );
5683 bool webforce = has_trait( trait_THRESH_SPIDER ) && ( has_trait( trait_WEB_SPINNER ) ||
5684 ( has_trait( trait_WEB_WEAVER ) ) );
5685 bool in_shell = has_active_mutation( trait_SHELL2 );
5686 bool watersleep = has_trait( trait_WATERSLEEP );
5687
5688 const optional_vpart_position vp = g->m.veh_at( p );
5689 const maptile tile = g->m.maptile_at( p );
5690 const trap &trap_at_pos = tile.get_trap_t();
5691 const ter_id ter_at_pos = tile.get_ter();
5692 const furn_id furn_at_pos = tile.get_furn();
5693
5694 int web = g->m.get_field_intensity( p, fd_web );
5695
5696 // Some mutants have different comfort needs
5697 if( !plantsleep && !webforce ) {
5698 if( in_shell ) {
5699 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5700 // Note: shelled individuals can still use sleeping aids!
5701 } else if( vp ) {
5702 const cata::optional<vpart_reference> carg = vp.part_with_feature( "CARGO", false );
5703 const cata::optional<vpart_reference> board = vp.part_with_feature( "BOARDABLE", true );
5704 if( carg ) {
5705 const vehicle_stack items = vp->vehicle().get_items( carg->part_index() );
5706 for( const item &items_it : items ) {
5707 if( items_it.has_flag( "SLEEP_AID" ) ) {
5708 // Note: BED + SLEEP_AID = 9 pts, or 1 pt below very_comfortable
5709 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5710 comfort_response.aid = &items_it;
5711 break; // prevents using more than 1 sleep aid
5712 }
5713 }
5714 }
5715 if( board ) {
5716 comfort += board->info().comfort;
5717 } else {
5718 comfort -= g->m.move_cost( p );
5719 }
5720 }
5721 // Not in a vehicle, start checking furniture/terrain/traps at this point in decreasing order
5722 else if( furn_at_pos != f_null ) {
5723 comfort += 0 + furn_at_pos.obj().comfort;
5724 }
5725 // Web sleepers can use their webs if better furniture isn't available
5726 else if( websleep && web >= 3 ) {
5727 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5728 } else if( ter_at_pos == t_improvised_shelter ) {
5729 comfort += 0 + static_cast<int>( comfort_level::slightly_comfortable );
5730 } else if( ter_at_pos == t_floor || ter_at_pos == t_floor_waxed ||
5731 ter_at_pos == t_carpet_red || ter_at_pos == t_carpet_yellow ||
5732 ter_at_pos == t_carpet_green || ter_at_pos == t_carpet_purple ) {
5733 comfort += 1 + static_cast<int>( comfort_level::neutral );
5734 } else if( !trap_at_pos.is_null() ) {
5735 comfort += 0 + trap_at_pos.comfort;
5736 } else {
5737 // Not a comfortable sleeping spot
5738 comfort -= g->m.move_cost( p );
5739 }
5740
5741 if( comfort_response.aid == nullptr ) {
5742 const map_stack items = g->m.i_at( p );
5743 for( const item &items_it : items ) {
5744 if( items_it.has_flag( "SLEEP_AID" ) ) {
5745 // Note: BED + SLEEP_AID = 9 pts, or 1 pt below very_comfortable
5746 comfort += 1 + static_cast<int>( comfort_level::slightly_comfortable );
5747 comfort_response.aid = &items_it;
5748 break; // prevents using more than 1 sleep aid
5749 }
5750 }
5751 }
5752 if( fungaloid_cosplay && g->m.has_flag_ter_or_furn( flag_FUNGUS, pos() ) ) {
5753 comfort += static_cast<int>( comfort_level::very_comfortable );
5754 } else if( watersleep && g->m.has_flag_ter( flag_SWIMMABLE, pos() ) ) {
5755 comfort += static_cast<int>( comfort_level::very_comfortable );
5756 }
5757 } else if( plantsleep ) {
5758 if( vp || furn_at_pos != f_null ) {
5759 // Sleep ain't happening in a vehicle or on furniture
5760 comfort = static_cast<int>( comfort_level::impossible );
5761 } else {
5762 // It's very easy for Chloromorphs to get to sleep on soil!
5763 if( ter_at_pos == t_dirt || ter_at_pos == t_pit || ter_at_pos == t_dirtmound ||
5764 ter_at_pos == t_pit_shallow ) {
5765 comfort += static_cast<int>( comfort_level::very_comfortable );
5766 }
5767 // Not as much if you have to dig through stuff first
5768 else if( ter_at_pos == t_grass ) {
5769 comfort += static_cast<int>( comfort_level::comfortable );
5770 }
5771 // Sleep ain't happening
5772 else {
5773 comfort = static_cast<int>( comfort_level::impossible );
5774 }
5775 }
5776 // Has webforce
5777 } else {
5778 if( web >= 3 ) {
5779 // Thick Web and you're good to go
5780 comfort += static_cast<int>( comfort_level::very_comfortable );
5781 } else {
5782 comfort = static_cast<int>( comfort_level::impossible );
5783 }
5784 }
5785
5786 if( comfort > static_cast<int>( comfort_level::comfortable ) ) {
5787 comfort_response.level = comfort_level::very_comfortable;
5788 } else if( comfort > static_cast<int>( comfort_level::slightly_comfortable ) ) {
5789 comfort_response.level = comfort_level::comfortable;
5790 } else if( comfort > static_cast<int>( comfort_level::neutral ) ) {
5791 comfort_response.level = comfort_level::slightly_comfortable;
5792 } else if( comfort == static_cast<int>( comfort_level::neutral ) ) {
5793 comfort_response.level = comfort_level::neutral;
5794 } else {
5795 comfort_response.level = comfort_level::uncomfortable;
5796 }
5797 return comfort_response;
5798}
static const trait_id trait_M_SKIN3("M_SKIN3")
static const trait_id trait_WEB_WALKER("WEB_WALKER")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const trait_id trait_SHELL2("SHELL2")
static const trait_id trait_CHLOROMORPH("CHLOROMORPH")
static const std::string flag_SWIMMABLE("SWIMMABLE")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FUNGUS("FUNGUS")
static const trait_id trait_THRESH_SPIDER("THRESH_SPIDER")
bool has_active_mutation(const trait_id &b) const
Definition: mutation.cpp:367
const T & obj() const
Definition: ammo_effect.cpp:26
cata::optional< vpart_reference > part_with_feature(const std::string &f, bool unbroken) const
Definition: vehicle.cpp:2479
ter_id t_floor_waxed
Definition: mapdata.cpp:632
ter_id t_improvised_shelter
Definition: mapdata.cpp:716
ter_id t_grass
Definition: mapdata.cpp:628
ter_id t_carpet_purple
Definition: mapdata.cpp:634
ter_id t_carpet_yellow
Definition: mapdata.cpp:634
ter_id t_dirt
Definition: mapdata.cpp:625
ter_id t_floor
Definition: mapdata.cpp:632
ter_id t_carpet_green
Definition: mapdata.cpp:634
ter_id t_pit_shallow
Definition: mapdata.cpp:625
ter_id t_carpet_red
Definition: mapdata.cpp:634
ter_id t_pit
Definition: mapdata.cpp:625
ter_id t_dirtmound
Definition: mapdata.cpp:625
bool board(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:172
int comfort
Definition: mapdata.h:497
A wrapper for a submap point.
Definition: submap.h:267
furn_id get_furn() const
Definition: submap.h:285
ter_id get_ter() const
Definition: submap.h:289
const trap & get_trap_t() const
Definition: submap.h:293
int comfort
Definition: trap.h:119

References Character::comfort_response_t::aid, trapfunc::board(), furn_t::comfort, trap::comfort, comfortable, f_null, fd_web, flag_FUNGUS(), flag_SWIMMABLE(), g, maptile::get_furn(), maptile::get_ter(), maptile::get_trap_t(), has_active_mutation(), has_trait(), impossible, trap::is_null(), Character::comfort_response_t::level, neutral, int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), slightly_comfortable, t_carpet_green, t_carpet_purple, t_carpet_red, t_carpet_yellow, t_dirt, t_dirtmound, t_floor, t_floor_waxed, t_grass, t_improvised_shelter, t_pit, t_pit_shallow, trait_CHLOROMORPH, trait_M_SKIN3, trait_SHELL2, trait_THRESH_SPIDER, trait_WATERSLEEP, trait_WEB_SPINNER, trait_WEB_WALKER, trait_WEB_WEAVER, uncomfortable, and very_comfortable.

Referenced by player::sleep_spot(), and update_needs().

◆ base_height()

int Character::base_height ( ) const

Definition at line 6896 of file character.cpp.

6897{
6898 return init_height;
6899}
int init_height
height at character creation
Definition: character.h:2129

References init_height.

Referenced by debug_menu::character_edit_menu(), char_creation::draw_height(), and set_description().

◆ best_nearby_lifting_assist() [1/2]

int Character::best_nearby_lifting_assist ( ) const

Checks for items, tools, and vehicles with the Lifting quality near the character returning the highest quality in range.

Definition at line 2710 of file character.cpp.

2711{
2712 return best_nearby_lifting_assist( this->pos() );
2713}
int best_nearby_lifting_assist() const
Checks for items, tools, and vehicles with the Lifting quality near the character returning the highe...
Definition: character.cpp:2710

References best_nearby_lifting_assist(), and pos().

Referenced by best_nearby_lifting_assist(), can_do_activity_there(), and weight_carried_reduced_by().

◆ best_nearby_lifting_assist() [2/2]

int Character::best_nearby_lifting_assist ( const tripoint world_pos) const

Alternate version if you need to specify a different orign point for nearby vehicle sources of lifting used for operations on distant objects (e.g.

vehicle installation/uninstallation)

Definition at line 2715 of file character.cpp.

2716{
2717 const quality_id LIFT( "LIFT" );
2718 int mech_lift = 0;
2719 if( is_mounted() ) {
2720 auto mons = mounted_creature.get();
2721 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
2722 mech_lift = mons->mech_str_addition() + 10;
2723 }
2724 }
2725 return std::max( { this->max_quality( LIFT ), mech_lift,
2726 map_selector( this->pos(), PICKUP_RANGE, false ).max_quality( LIFT ),
2727 vehicle_selector( world_pos, PICKUP_RANGE, false ).max_quality( LIFT )
2728 } );
2729}
int PICKUP_RANGE
Items on the map with at most this distance to the player are considered available for crafting,...
shared_ptr_fast< monster > mounted_creature
Definition: character.h:1620
int max_quality(const quality_id &qual) const
Return maximum tool quality level provided by instance or INT_MIN if not found.
Definition: visitable.cpp:277
@ MF_RIDEABLE_MECH
Definition: mtype.h:115

References is_mounted(), visitable< T >::max_quality(), visitable< Character >::max_quality(), MF_RIDEABLE_MECH, mounted_creature, PICKUP_RANGE, and pos().

◆ best_quality_item()

item * Character::best_quality_item ( const quality_id qual)

get best quality item that this character has

Definition at line 4702 of file character.cpp.

4703{
4704 std::vector<item *> qual_inv = items_with( [qual]( const item & itm ) {
4705 return itm.has_quality( qual );
4706 } );
4707 item *best_qual = random_entry( qual_inv );
4708 for( const auto elem : qual_inv ) {
4709 if( elem->get_quality( qual ) > best_qual->get_quality( qual ) ) {
4710 best_qual = elem;
4711 }
4712 }
4713 return best_qual;
4714}
bool has_quality(const quality_id &qual, int level=1, int qty=1) const
Returns true if instance has amount (or more) items of at least quality level.
Definition: visitable.cpp:170

References visitable< T >::has_quality(), visitable< Character >::items_with(), and random_entry().

Referenced by chop_plank_activity(), chop_tree_activity(), and generic_multi_activity_do().

◆ best_shield()

item & Character::best_shield ( )

Returns the best item for blocking with.

Definition at line 1514 of file melee.cpp.

1515{
1516 // Note: wielded weapon, not one used for attacks
1517 int best_value = blocking_ability( weapon );
1518 // "BLOCK_WHILE_WORN" without a blocking tech need to be worn for the bonus
1519 best_value = best_value == 2 ? 0 : best_value;
1520 item *best = best_value > 0 ? &weapon : &null_item_reference();
1521 for( item &shield : worn ) {
1522 if( shield.has_flag( "BLOCK_WHILE_WORN" ) && blocking_ability( shield ) >= best_value ) {
1523 best = &shield;
1524 }
1525 }
1526
1527 return *best;
1528}
item & null_item_reference()
Returns a reference to a null item (see item::is_null).
Definition: item.cpp:319
static int blocking_ability(const item &shield)
Definition: melee.cpp:1499

References blocking_ability(), null_item_reference(), weapon, and worn.

Referenced by block_hit().

◆ bionic_armor_bonus()

float Character::bionic_armor_bonus ( const bodypart_id bp,
damage_type  dt 
) const

Check for passive bionics that provide armor, and returns the armor bonus This is called from player::passive_absorb_hit.

Definition at line 8335 of file character.cpp.

8336{
8337 float result = 0.0f;
8338 if( dt == DT_CUT || dt == DT_STAB ) {
8339 for( const bionic_id &bid : get_bionics() ) {
8340 const auto cut_prot = bid->cut_protec.find( bp.id() );
8341 if( cut_prot != bid->cut_protec.end() ) {
8342 result += cut_prot->second;
8343 }
8344 }
8345 } else if( dt == DT_BASH ) {
8346 for( const bionic_id &bid : get_bionics() ) {
8347 const auto bash_prot = bid->bash_protec.find( bp.id() );
8348 if( bash_prot != bid->bash_protec.end() ) {
8349 result += bash_prot->second;
8350 }
8351 }
8352 } else if( dt == DT_BULLET ) {
8353 for( const bionic_id &bid : get_bionics() ) {
8354 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
8355 if( bullet_prot != bid->bullet_protec.end() ) {
8356 result += bullet_prot->second;
8357 }
8358 }
8359 }
8360
8361 return result;
8362}
const string_id< T > & id() const
Definition: ammo_effect.cpp:33

References bionic_data::bash_protec, bionic_data::bullet_protec, bionic_data::cut_protec, DT_BASH, DT_BULLET, DT_CUT, DT_STAB, get_bionics(), and int_id< T >::id().

Referenced by passive_absorb_hit().

◆ bionic_at_index()

bionic & Character::bionic_at_index ( int  i)

Returns the bionic at a given index in my_bionics[].

Definition at line 2655 of file bionics.cpp.

2656{
2657 return ( *my_bionics )[i];
2658}

References my_bionics.

Referenced by absorb_hit(), and sleep().

◆ bionic_installation_issues()

std::map< bodypart_id, int > Character::bionic_installation_issues ( const bionic_id bioid) const

Definition at line 2501 of file bionics.cpp.

2502{
2503 std::map<bodypart_id, int> issues;
2504 if( !get_option < bool >( "CBM_SLOTS_ENABLED" ) ) {
2505 return issues;
2506 }
2507 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2508 const int lacked_slots = elem.second - get_free_bionics_slots( elem.first );
2509 if( lacked_slots > 0 ) {
2510 issues.emplace( elem.first, lacked_slots );
2511 }
2512 }
2513 return issues;
2514}
int get_free_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2521
std::map< bodypart_str_id, int > occupied_bodyparts
Body part slots used to install this bionic, mapped to the amount of space required.
Definition: bionics.h:89

References get_free_bionics_slots(), and bionic_data::occupied_bodyparts.

Referenced by can_install_bionics(), and item::color_in_inventory().

◆ bionics_adjusted_skill()

float Character::bionics_adjusted_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate skill for (un)installing bionics.

Definition at line 1840 of file bionics.cpp.

1844{
1845 int pl_skill = bionics_pl_skill( most_important_skill, important_skill, least_important_skill,
1846 skill_level );
1847
1848 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
1849 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
1850 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>( 10.0 ) );
1851 adjusted_skill *= env_surgery_bonus( 1 ) + get_effect_int( effect_assisted );
1852 return adjusted_skill;
1853}
static const efftype_id effect_assisted("assisted")
float env_surgery_bonus(int radius)
Calculate skill bonus from tiles in radius.
Definition: bionics.cpp:2234
int bionics_pl_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate non adjusted skill for (un)installing bionics.
Definition: bionics.cpp:1855
int get_effect_int(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the intensity of the matching effect.
Definition: creature.cpp:1244

References bionics_pl_skill(), effect_assisted, env_surgery_bonus(), and Creature::get_effect_int().

Referenced by best_installer(), can_install_bionics(), can_uninstall_bionic(), bionic_install_preset::get_failure_chance(), bionic_install_surgeon_preset::get_failure_chance(), bionic_uninstall_preset::get_failure_chance(), install_bionics(), game::save_cyborg(), and uninstall_bionic().

◆ bionics_install_failure()

void Character::bionics_install_failure ( const std::string &  installer,
int  difficulty,
int  success,
float  adjusted_skill 
)

Definition at line 2394 of file bionics.cpp.

2396{
2397 // "success" should be passed in as a negative integer representing how far off we
2398 // were for a successful install. We use this to determine consequences for failing.
2399 success = std::abs( success );
2400
2401 // failure level is decided by how far off the character was from a successful install, and
2402 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
2403 // difficulties), only minor consequences occur. At low skill levels, severe consequences
2404 // are more likely.
2405 int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty / adjusted_skill ) );
2406 int fail_type = ( failure_level > 5 ? 5 : failure_level );
2407
2408 if( installer != "NOT_MED" ) {
2409 //~"Complications" is USian medical-speak for "unintended damage from a medical procedure".
2410 add_msg( m_neutral, _( "%s training helps to minimize the complications." ),
2411 installer );
2412 // In addition to the bonus, medical residents know enough OR protocol to avoid botching.
2413 // Take MD and be immune to faulty bionics.
2414 if( fail_type > 3 ) {
2415 fail_type = rng( 1, 3 );
2416 }
2417 }
2418
2419 switch( fail_type ) {
2420 case 0:
2421 case 1:
2423 break;
2424 case 2:
2425 case 3:
2426 do_damage_for_bionic_failure( 5, difficulty * 5 );
2427 break;
2428 case 4:
2429 case 5: {
2430 std::vector<bionic_id> valid;
2431 std::copy_if( begin( faulty_bionics ), end( faulty_bionics ), std::back_inserter( valid ),
2432 [&]( const bionic_id & id ) {
2433 return !has_bionic( id );
2434 } );
2435
2436 // We've got all the bad bionics!
2437 if( valid.empty() ) {
2438 if( has_max_power() ) {
2439 units::energy old_power = get_max_power_level();
2440 add_msg( m_bad, _( "%s lose power capacity!" ), disp_name() );
2445 }
2446 if( is_player() ) {
2447 g->memorial().add(
2448 pgettext( "memorial_male", "Lost %d units of power capacity." ),
2449 pgettext( "memorial_female", "Lost %d units of power capacity." ),
2450 units::to_kilojoule( old_power - get_max_power_level() ) );
2451 }
2452 // If no faults available and no power capacity, downgrade to second-worst complication.
2453 } else {
2454 do_damage_for_bionic_failure( 5, difficulty * 5 );
2455 break;
2456 }
2457 } else {
2458 const bionic_id &id = random_entry( valid );
2459 add_bionic( id );
2460 g->events().send<event_type::installs_faulty_cbm>( getID(), id );
2461 add_msg( m_bad,
2462 _( "Complication in installation caused a malfunction - %s. Uninstall it to clear the malfunction." ),
2463 id.obj().name );
2464 }
2465 }
2466 break;
2467 }
2468
2469}
bool has_max_power() const
Definition: character.cpp:2003
void set_max_power_level(const units::energy &npower_max)
Definition: character.cpp:1971
void do_damage_for_bionic_failure(int min_damage, int max_damage)
Definition: bionics.cpp:2354
@ installs_faulty_cbm
std::vector< bionic_id > faulty_bionics
Definition: bionics.cpp:215
const char * pgettext(const char *context, const char *msgid)

References _, add_bionic(), add_msg(), disp_name(), do_damage_for_bionic_failure(), anonymous_namespace{bionics.cpp}::faulty_bionics, units::from_kilojoule(), g, get_max_power_level(), getID(), has_bionic(), has_max_power(), id, installs_faulty_cbm, Creature::is_player(), m_bad, m_neutral, name, pgettext(), random_entry(), rng(), set_max_power_level(), behavior::success, and units::to_kilojoule().

Referenced by perform_install().

◆ bionics_pl_skill()

int Character::bionics_pl_skill ( const skill_id most_important_skill,
const skill_id important_skill,
const skill_id least_important_skill,
int  skill_level = -1 
)

Calculate non adjusted skill for (un)installing bionics.

Definition at line 1855 of file bionics.cpp.

1858{
1859 int pl_skill;
1860 if( skill_level == -1 ) {
1861 pl_skill = int_cur * 4 +
1862 get_skill_level( most_important_skill ) * 4 +
1863 get_skill_level( important_skill ) * 3 +
1864 get_skill_level( least_important_skill ) * 1;
1865 } else {
1866 // override chance as though all values were skill_level if it is provided
1867 pl_skill = 12 * skill_level;
1868 }
1869
1870 // Medical residents have some idea what they're doing
1871 if( has_trait( trait_PROF_MED ) ) {
1872 pl_skill += 3;
1873 }
1874
1875 // People trained in bionics gain an additional advantage towards using it
1876 if( has_trait( trait_PROF_AUTODOC ) ) {
1877 pl_skill += 7;
1878 }
1879 return pl_skill;
1880}
static const trait_id trait_PROF_MED("PROF_MED")
static const trait_id trait_PROF_AUTODOC("PROF_AUTODOC")

References get_skill_level(), has_trait(), int_cur, trait_PROF_AUTODOC, and trait_PROF_MED.

Referenced by bionics_adjusted_skill(), install_bionics(), and uninstall_bionic().

◆ bionics_uninstall_failure() [1/2]

void Character::bionics_uninstall_failure ( int  difficulty,
int  success,
float  adjusted_skill 
)

When a player fails the surgery.

Definition at line 1731 of file bionics.cpp.

1732{
1733 // "success" should be passed in as a negative integer representing how far off we
1734 // were for a successful removal. We use this to determine consequences for failing.
1735 success = std::abs( success );
1736
1737 // failure level is decided by how far off the character was from a successful removal, and
1738 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1739 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1740 // are more likely.
1741 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1742 adjusted_skill ) );
1743 const int fail_type = std::min( 5, failure_level );
1744
1745 if( fail_type <= 1 ) {
1746 add_msg( m_neutral, _( "The removal fails without incident." ) );
1747 return;
1748 }
1749
1750 add_msg( m_neutral, _( "The removal is a failure." ) );
1751 std::set<body_part> bp_hurt;
1752 switch( fail_type ) {
1753 case 2:
1754 case 3:
1756 break;
1757
1758 case 4:
1759 case 5:
1760 do_damage_for_bionic_failure( 5, difficulty * 5 );
1761 break;
1762 }
1763
1764}

References _, add_msg(), do_damage_for_bionic_failure(), m_neutral, and behavior::success.

Referenced by perform_uninstall(), and uninstall_bionic().

◆ bionics_uninstall_failure() [2/2]

void Character::bionics_uninstall_failure ( monster installer,
player patient,
int  difficulty,
int  success,
float  adjusted_skill 
)

When a monster fails the surgery.

Definition at line 1766 of file bionics.cpp.

1768{
1769
1770 // "success" should be passed in as a negative integer representing how far off we
1771 // were for a successful removal. We use this to determine consequences for failing.
1772 success = std::abs( success );
1773
1774 // failure level is decided by how far off the monster was from a successful removal, and
1775 // this is scaled up or down by the ratio of difficulty/skill. At high skill levels (or low
1776 // difficulties), only minor consequences occur. At low skill levels, severe consequences
1777 // are more likely.
1778 const int failure_level = static_cast<int>( std::sqrt( success * 4.0 * difficulty /
1779 adjusted_skill ) );
1780 const int fail_type = std::min( 5, failure_level );
1781
1782 bool u_see = sees( patient );
1783
1784 if( u_see || patient.is_player() ) {
1785 if( fail_type <= 1 ) {
1786 add_msg( m_neutral, _( "The removal fails without incident." ) );
1787 return;
1788 }
1789 switch( rng( 1, 5 ) ) {
1790 case 1:
1791 add_msg( m_mixed, _( "The %s flub the operation." ), installer.name() );
1792 break;
1793 case 2:
1794 add_msg( m_mixed, _( "The %s messes up the operation." ), installer.name() );
1795 break;
1796 case 3:
1797 add_msg( m_mixed, _( "The operation fails." ) );
1798 break;
1799 case 4:
1800 add_msg( m_mixed, _( "The operation is a failure." ) );
1801 break;
1802 case 5:
1803 add_msg( m_mixed, _( "The %s screws up the operation." ), installer.name() );
1804 break;
1805 }
1806 }
1807 switch( fail_type ) {
1808 case 2:
1809 case 3:
1810 do_damage_for_bionic_failure( failure_level, failure_level * 2 );
1811 break;
1812
1813 case 4:
1814 case 5:
1815 do_damage_for_bionic_failure( 5, difficulty * 5 );
1816 break;
1817 }
1818}
bool sees(const tripoint &t, bool is_player=false, int range_mod=0) const override
std::string name(unsigned int quantity=1) const
Definition: monster.cpp:492
bool is_player() const override
Definition: player.h:114

References _, add_msg(), do_damage_for_bionic_failure(), player::is_player(), m_mixed, m_neutral, monster::name(), rng(), sees(), and behavior::success.

◆ bionics_weight()

units::mass Character::bionics_weight ( ) const

Definition at line 6850 of file character.cpp.

6851{
6852 units::mass bio_weight = 0_gram;
6853 for( const bionic_id &bid : get_bionics() ) {
6854 if( !bid->included ) {
6855 bio_weight += bid->itype()->weight;
6856 }
6857 }
6858 return bio_weight;
6859}

References get_bionics().

Referenced by get_weight().

◆ block_hit()

bool Character::block_hit ( Creature source,
bodypart_id bp_hit,
damage_instance dam 
)
overridevirtual

Checks for valid block abilities and reduces damage accordingly.

Returns true if the player blocks

Strength increases attack blocking effectiveness with a limb or worn/wielded item Unarmed increases attack blocking effectiveness with a limb or worn/wielded item

Implements Creature.

Definition at line 1530 of file melee.cpp.

1531{
1532 // Shouldn't block if player is asleep
1534 return false;
1535 }
1536
1537 // fire martial arts on-getting-hit-triggered effects
1538 // these fire even if the attack is blocked (you still got hit)
1539 martial_arts_data->ma_ongethit_effects( *this );
1540
1541 if( blocks_left < 1 ) {
1542 return false;
1543 }
1544
1545 blocks_left--;
1546
1547 // This bonus absorbs damage from incoming attacks before they land,
1548 // but it still counts as a block even if it absorbs all the damage.
1549 float total_phys_block = mabuff_block_bonus();
1550
1551 // Extract this to make it easier to implement shields/multiwield later
1552 item &shield = best_shield();
1553 block_bonus = blocking_ability( shield );
1554 bool conductive_shield = shield.conductive();
1555 bool unarmed = weapon.has_flag( "UNARMED_WEAPON" );
1556 bool force_unarmed = martial_arts_data->is_force_unarmed();
1557
1558 int melee_skill = get_skill_level( skill_melee );
1559 int unarmed_skill = get_skill_level( skill_unarmed );
1560
1561 // Check if we are going to block with an item. This could
1562 // be worn equipment with the BLOCK_WHILE_WORN flag.
1563 const bool has_shield = !shield.is_null();
1564
1565 // boolean check if blocking is being done with unarmed or not
1566 const bool item_blocking = !force_unarmed && has_shield && !unarmed;
1567
1568 int block_score = 1;
1569
1570 /** @EFFECT_STR increases attack blocking effectiveness with a limb or worn/wielded item */
1571 /** @EFFECT_UNARMED increases attack blocking effectiveness with a limb or worn/wielded item */
1572 if( ( unarmed || force_unarmed ) ) {
1573 if( martial_arts_data->can_limb_block( *this ) ) {
1574 // block_bonus for limb blocks will be added when the limb is decided
1575 block_score = str_cur + melee_skill + unarmed_skill;
1576 } else if( has_shield ) {
1577 // We can still block with a worn item while unarmed. Use higher of melee and unarmed
1578 block_score = str_cur + block_bonus + std::max( melee_skill, unarmed_skill );
1579 }
1580 } else if( has_shield ) {
1581 block_score = str_cur + block_bonus + get_skill_level( skill_melee );
1582 } else {
1583 // Can't block with limbs or items (do not block)
1584 return false;
1585 }
1586
1587 // weapon blocks are preferred to limb blocks
1588 std::string thing_blocked_with;
1589 if( !force_unarmed && has_shield ) {
1590 thing_blocked_with = shield.tname();
1591 // TODO: Change this depending on damage blocked
1592 float wear_modifier = 1.0f;
1593 if( source != nullptr && source->is_hallucination() ) {
1594 wear_modifier = 0.0f;
1595 }
1596
1597 handle_melee_wear( shield, wear_modifier );
1598 } else {
1599 //Choose which body part to block with, assume left side first
1600 if( martial_arts_data->can_leg_block( *this ) && martial_arts_data->can_arm_block( *this ) ) {
1601 bp_hit = one_in( 2 ) ? bodypart_id( "leg_l" ) : bodypart_id( "arm_l" );
1602 } else if( martial_arts_data->can_leg_block( *this ) ) {
1603 bp_hit = bodypart_id( "leg_l" );
1604 } else {
1605 bp_hit = bodypart_id( "arm_l" );
1606 }
1607
1608 // Check if we should actually use the right side to block
1609 if( bp_hit == bodypart_id( "leg_l" ) ) {
1610 if( get_part_hp_cur( bodypart_id( "leg_r" ) ) > get_part_hp_cur( bodypart_id( "leg_l" ) ) ) {
1611 bp_hit = bodypart_id( "leg_r" );
1612 }
1613 } else {
1614 if( get_part_hp_cur( bodypart_id( "arm_r" ) ) > get_part_hp_cur( bodypart_id( "arm_l" ) ) ) {
1615 bp_hit = bodypart_id( "arm_r" );
1616 }
1617 }
1618
1619 thing_blocked_with = body_part_name( bp_hit->token );
1620 }
1621
1622 if( has_shield ) {
1623 // Does our shield cover the limb we blocked with? If so, add the block bonus.
1624 block_score += shield.covers( bp_hit->token ) ? block_bonus : 0;
1625 }
1626
1627 // Map block_score to the logistic curve for a number between 1 and 0.
1628 // Basic beginner character (str 8, skill 0, basic weapon)
1629 // Will have a score around 10 and block about %15 of incoming damage.
1630 // More proficient melee character (str 10, skill 4, wbock_2 weapon)
1631 // will have a score of 20 and block about 45% of damage.
1632 // A highly expert character (str 14, skill 8 wblock_2)
1633 // will have a score in the high 20s and will block about 80% of damage.
1634 // As the block score approaches 40, damage making it through will dwindle
1635 // to nothing, at which point we're relying on attackers hitting enough to drain blocks.
1636 const float physical_block_multiplier = logarithmic_range( 0, 40, block_score );
1637
1638 float total_damage = 0.0;
1639 float damage_blocked = 0.0;
1640
1641 for( auto &elem : dam.damage_units ) {
1642 total_damage += elem.amount;
1643
1644 // block physical damage "normally"
1645 if( elem.type == DT_BASH || elem.type == DT_CUT || elem.type == DT_STAB ) {
1646 // use up our flat block bonus first
1647 float block_amount = std::min( total_phys_block, elem.amount );
1648 total_phys_block -= block_amount;
1649 elem.amount -= block_amount;
1650 damage_blocked += block_amount;
1651
1652 if( elem.amount <= std::numeric_limits<float>::epsilon() ) {
1653 continue;
1654 }
1655
1656 float previous_amount = elem.amount;
1657 elem.amount *= physical_block_multiplier;
1658 damage_blocked += previous_amount - elem.amount;
1659 }
1660
1661 // non-electrical "elemental" damage types do their full damage if unarmed,
1662 // but severely mitigated damage if not
1663 else if( elem.type == DT_HEAT || elem.type == DT_ACID || elem.type == DT_COLD ) {
1664 // Unarmed weapons won't block those
1665 if( item_blocking ) {
1666 float previous_amount = elem.amount;
1667 elem.amount /= 5;
1668 damage_blocked += previous_amount - elem.amount;
1669 }
1670 // electrical damage deals full damage if unarmed OR wielding a
1671 // conductive weapon
1672 } else if( elem.type == DT_ELECTRIC ) {
1673 // Unarmed weapons and conductive weapons won't block this
1674 if( item_blocking && !conductive_shield ) {
1675 float previous_amount = elem.amount;
1676 elem.amount /= 5;
1677 damage_blocked += previous_amount - elem.amount;
1678 }
1679 }
1680 }
1681
1682 std::string damage_blocked_description;
1683 // good/bad/ugly add_msg color code?
1684 // none, hardly any, a little, some, most, all
1685 float blocked_ratio = 0.0f;
1686 if( total_damage > std::numeric_limits<float>::epsilon() ) {
1687 blocked_ratio = ( total_damage - damage_blocked ) / total_damage;
1688 }
1689 if( blocked_ratio < std::numeric_limits<float>::epsilon() ) {
1690 //~ Damage amount in "You block <damage amount> with your <weapon>."
1691 damage_blocked_description = pgettext( "block amount", "all of the damage" );
1692 } else if( blocked_ratio < 0.2 ) {
1693 //~ Damage amount in "You block <damage amount> with your <weapon>."
1694 damage_blocked_description = pgettext( "block amount", "nearly all of the damage" );
1695 } else if( blocked_ratio < 0.4 ) {
1696 //~ Damage amount in "You block <damage amount> with your <weapon>."
1697 damage_blocked_description = pgettext( "block amount", "most of the damage" );
1698 } else if( blocked_ratio < 0.6 ) {
1699 //~ Damage amount in "You block <damage amount> with your <weapon>."
1700 damage_blocked_description = pgettext( "block amount", "a lot of the damage" );
1701 } else if( blocked_ratio < 0.8 ) {
1702 //~ Damage amount in "You block <damage amount> with your <weapon>."
1703 damage_blocked_description = pgettext( "block amount", "some of the damage" );
1704 } else if( blocked_ratio > std::numeric_limits<float>::epsilon() ) {
1705 //~ Damage amount in "You block <damage amount> with your <weapon>."
1706 damage_blocked_description = pgettext( "block amount", "a little of the damage" );
1707 } else {
1708 //~ Damage amount in "You block <damage amount> with your <weapon>."
1709 damage_blocked_description = pgettext( "block amount", "none of the damage" );
1710 }
1712 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1713 _( "You block %1$s with your %2$s!" ),
1714 //~ %1$s is damage amount string (e.g. "most of the damage"), %2$s is weapon name
1715 _( "<npcname> blocks %1$s with their %2$s!" ),
1716 damage_blocked_description, thing_blocked_with );
1717
1718 // fire martial arts block-triggered effects
1719 martial_arts_data->ma_onblock_effects( *this );
1720
1721 // Check if we have any block counters
1722 matec_id tec = pick_technique( *source, shield, false, false, true );
1723
1724 if( tec != tec_none && !is_dead_state() ) {
1725 if( get_stamina() < get_stamina_max() / 3 ) {
1726 add_msg( m_bad, _( "You try to counterattack but you are too exhausted!" ) );
1727 } else if( weapon.made_of( material_id( "glass" ) ) ) {
1728 add_msg( m_bad, _( "The item you are wielding is too fragile to counterattack with!" ) );
1729 } else {
1730 melee_attack( *source, false, tec );
1731 }
1732 }
1733
1734 return true;
1735}
std::string body_part_name(body_part bp, int number)
Returns the matching name of the body_part token.
Definition: bodypart.cpp:317
int blocks_left
Definition: character.h:615
matec_id pick_technique(Creature &t, const item &weap, bool crit, bool dodge_counter, bool block_counter)
Returns a random valid technique.
Definition: melee.cpp:1085
int mabuff_block_bonus() const
Returns the block bonus from martial arts buffs.
bool in_sleep_state() const override
Definition: character.cpp:9296
void melee_attack(Creature &t, bool allow_special, const matec_id &force_technique, bool allow_unarmed=true)
Sets up a melee attack and handles melee attack function calls.
Definition: melee.cpp:390
bool handle_melee_wear(item &shield, float wear_multiplier=1.0f)
Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.
Definition: melee.cpp:156
item & best_shield()
Returns the best item for blocking with.
Definition: melee.cpp:1514
virtual bool is_hallucination() const =0
virtual void add_msg_player_or_npc(const std::string &, const std::string &) const
Definition: creature.h:677
int block_bonus
Definition: creature.h:827
bool conductive() const
Whether the items is conductive.
Definition: item.cpp:6324
const std::vector< material_id > & made_of() const
The ids of all the materials this is made of.
Definition: item.cpp:6259
@ DT_COLD
Definition: damage.h:29
@ DT_ELECTRIC
Definition: damage.h:30
@ DT_ACID
Definition: damage.h:26
static const efftype_id effect_narcosis("narcosis")
static const matec_id tec_none("tec_none")
static const skill_id skill_unarmed("unarmed")

References _, add_msg(), Creature::add_msg_player_or_npc(), best_shield(), Creature::block_bonus, blocking_ability(), blocks_left, body_part_name(), item::conductive(), item::covers(), damage_instance::damage_units, DT_ACID, DT_BASH, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_STAB, effect_narcosis, Creature::get_part_hp_cur(), get_skill_level(), get_stamina(), get_stamina_max(), handle_melee_wear(), Creature::has_effect(), item::has_flag(), in_sleep_state(), Creature::is_dead_state(), Creature::is_hallucination(), item::is_null(), logarithmic_range(), m_bad, mabuff_block_bonus(), item::made_of(), martial_arts_data, melee_attack(), one_in(), pgettext(), pick_technique(), skill_melee, skill_unarmed, str_cur, tec_none, item::tname(), and weapon.

◆ blood_loss()

int Character::blood_loss ( const bodypart_id bp) const

Define blood loss (in percents)

Definition at line 5800 of file character.cpp.

5801{
5802 int hp_cur_sum = get_part_hp_cur( bp );
5803 int hp_max_sum = get_part_hp_max( bp );
5804
5805 if( bp == bodypart_id( "leg_l" ) || bp == bodypart_id( "leg_r" ) ) {
5806 hp_cur_sum = get_part_hp_cur( bodypart_id( "leg_l" ) ) + get_part_hp_cur( bodypart_id( "leg_r" ) );
5807 hp_max_sum = get_part_hp_max( bodypart_id( "leg_l" ) ) + get_part_hp_max( bodypart_id( "leg_r" ) );
5808 } else if( bp == bodypart_id( "arm_l" ) || bp == bodypart_id( "arm_r" ) ) {
5809 hp_cur_sum = get_part_hp_cur( bodypart_id( "arm_l" ) ) + get_part_hp_cur( bodypart_id( "arm_r" ) );
5810 hp_max_sum = get_part_hp_max( bodypart_id( "arm_l" ) ) + get_part_hp_max( bodypart_id( "arm_r" ) );
5811 }
5812
5813 hp_cur_sum = std::min( hp_max_sum, std::max( 0, hp_cur_sum ) );
5814 hp_max_sum = std::max( hp_max_sum, 1 );
5815 return 100 - ( 100 * hp_cur_sum ) / hp_max_sum;
5816}
int get_part_hp_max(const bodypart_id &id) const
Definition: creature.cpp:1559

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

◆ bloodType()

field_type_id Character::bloodType ( ) const
overridevirtual

Implements Creature.

Definition at line 475 of file character.cpp.

476{
477 if( has_trait( trait_ACIDBLOOD ) ) {
478 return fd_acid;
479 }
481 return fd_blood_veggy;
482 }
484 return fd_blood_insect;
485 }
488 }
489 return fd_blood;
490}
static const trait_id trait_THRESH_CEPHALOPOD("THRESH_CEPHALOPOD")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const trait_id trait_THRESH_INSECT("THRESH_INSECT")
static const trait_id trait_ACIDBLOOD("ACIDBLOOD")
field_type_id fd_blood_insect
Definition: field_type.cpp:363
field_type_id fd_blood_invertebrate
Definition: field_type.cpp:364
field_type_id fd_blood_veggy
Definition: field_type.cpp:362
field_type_id fd_blood
Definition: field_type.cpp:336
field_type_id fd_acid
Definition: field_type.cpp:342

References fd_acid, fd_blood, fd_blood_insect, fd_blood_invertebrate, fd_blood_veggy, has_trait(), trait_ACIDBLOOD, trait_THRESH_CEPHALOPOD, trait_THRESH_INSECT, trait_THRESH_PLANT, and trait_THRESH_SPIDER.

◆ blossoms()

void Character::blossoms ( )

Definition at line 8767 of file character.cpp.

8768{
8769 // Player blossoms are shorter-ranged, but you can fire much more frequently if you like.
8770 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8771 for( const tripoint &tmp : g->m.points_in_radius( pos(), 2 ) ) {
8772 g->m.add_field( tmp, fd_fungal_haze, rng( 1, 2 ) );
8773 }
8774}
field_type_id fd_fungal_haze
Definition: field_type.cpp:374

References _, sounds::combat, fd_fungal_haze, g, pos(), rng(), and sounds::sound().

Referenced by activate_mutation(), and suffer_while_awake().

◆ bmi()

float Character::bmi ( ) const

Definition at line 6840 of file character.cpp.

6841{
6842 return 25;
6843}

Referenced by bodyweight(), debug_menu::debug(), player::disp_info(), and suffer_mutation_power().

◆ bmr()

int Character::bmr ( ) const

Definition at line 6947 of file character.cpp.

6948{
6949 return metabolic_rate_base() * 2500;
6950}
float metabolic_rate_base() const
Stable base metabolic rate due to traits.

References metabolic_rate_base().

Referenced by debug_menu::debug(), fall_asleep(), get_hunger_description(), and update_stomach().

◆ body_window()

hp_part Character::body_window ( const std::string &  menu_header,
bool  show_all,
bool  precise,
int  normal_bonus,
int  head_bonus,
int  torso_bonus,
float  bleed,
float  bite,
float  infect,
float  bandage_power,
float  disinfectant_power 
) const

Displays menu with body part hp, optionally with hp estimation after healing.

Returns selected part. menu_header - name of item that triggers this menu show_all - show and enable choice of all limbs, not only healable precise - show numerical hp normal_bonus - heal normal limb head_bonus - heal head torso_bonus - heal torso bleed - chance to stop bleeding bite - chance to remove bite infect - chance to remove infection bandage_power - quality of bandage disinfectant_power - quality of disinfectant

Definition at line 5830 of file character.cpp.

5834{
5835 /* This struct establishes some kind of connection between the hp_part (which can be healed and
5836 * have HP) and the body_part. Note that there are more body_parts than hp_parts. For example:
5837 * Damage to bp_head, bp_eyes and bp_mouth is all applied on the HP of hp_head. */
5838 struct healable_bp {
5839 mutable bool allowed;
5840 bodypart_id bp;
5841 hp_part hp;
5842 std::string name; // Translated name as it appears in the menu.
5843 int bonus;
5844 };
5845 /* The array of the menu entries show to the player. The entries are displayed in this order,
5846 * it may be changed here. */
5847 std::array<healable_bp, num_hp_parts> parts = { {
5848 { false, bodypart_id( "head" ), hp_head, _( "Head" ), head_bonus },
5849 { false, bodypart_id( "torso" ), hp_torso, _( "Torso" ), torso_bonus },
5850 { false, bodypart_id( "arm_l" ), hp_arm_l, _( "Left Arm" ), normal_bonus },
5851 { false, bodypart_id( "arm_r" ), hp_arm_r, _( "Right Arm" ), normal_bonus },
5852 { false, bodypart_id( "leg_l" ), hp_leg_l, _( "Left Leg" ), normal_bonus },
5853 { false, bodypart_id( "leg_r" ), hp_leg_r, _( "Right Leg" ), normal_bonus },
5854 }
5855 };
5856
5857 int max_bp_name_len = 0;
5858 for( const auto &e : parts ) {
5859 max_bp_name_len = std::max( max_bp_name_len, utf8_width( e.name ) );
5860 }
5861
5862 uilist bmenu;
5863 bmenu.desc_enabled = true;
5864 bmenu.text = menu_header;
5865
5866 bmenu.hilight_disabled = true;
5867 bool is_valid_choice = false;
5868
5869 for( size_t i = 0; i < parts.size(); i++ ) {
5870 const auto &e = parts[i];
5871 const bodypart_id &bp = e.bp;
5872 const body_part bp_token = bp->token;
5873 const int maximal_hp = get_part_hp_max( bp );
5874 const int current_hp = get_part_hp_cur( bp );
5875 // This will c_light_gray if the part does not have any effects cured by the item/effect
5876 // (e.g. it cures only bites, but the part does not have a bite effect)
5877 const nc_color state_col = limb_color( bp, bleed > 0.0f, bite > 0.0f, infect > 0.0f );
5878 const bool has_curable_effect = state_col != c_light_gray;
5879 // The same as in the main UI sidebar. Independent of the capability of the healing item/effect!
5880 const nc_color all_state_col = limb_color( bp, true, true, true );
5881 // Broken means no HP can be restored, it requires surgical attention.
5882 const bool limb_is_broken = is_limb_broken( bp );
5883 const bool limb_is_mending = limb_is_broken && worn_with_flag( flag_SPLINT, bp );
5884
5885 if( show_all ) {
5886 e.allowed = true;
5887 } else if( has_curable_effect ) {
5888 e.allowed = true;
5889 } else if( limb_is_broken ) {
5890 e.allowed = false;
5891 } else if( current_hp < maximal_hp && ( e.bonus != 0 || bandage_power > 0.0f ||
5892 disinfectant_power > 0.0f ) ) {
5893 e.allowed = true;
5894 } else {
5895 e.allowed = false;
5896 }
5897
5898 std::string msg;
5899 std::string desc;
5900 bool bleeding = has_effect( effect_bleed, bp_token );
5901 bool bitten = has_effect( effect_bite, bp_token );
5902 bool infected = has_effect( effect_infected, bp_token );
5903 bool bandaged = has_effect( effect_bandaged, bp_token );
5904 bool disinfected = has_effect( effect_disinfected, bp_token );
5905 const int b_power = get_effect_int( effect_bandaged, bp_token );
5906 const int d_power = get_effect_int( effect_disinfected, bp_token );
5907 int new_b_power = static_cast<int>( std::floor( bandage_power ) );
5908 if( bandaged ) {
5909 const effect &eff = get_effect( effect_bandaged, bp_token );
5910 if( new_b_power > eff.get_max_intensity() ) {
5911 new_b_power = eff.get_max_intensity();
5912 }
5913
5914 }
5915 int new_d_power = static_cast<int>( std::floor( disinfectant_power ) );
5916
5917 const auto &aligned_name = std::string( max_bp_name_len - utf8_width( e.name ), ' ' ) + e.name;
5918 std::string hp_str;
5919 if( limb_is_mending ) {
5920 desc += colorize( _( "It is broken but has been set and just needs time to heal." ),
5921 c_blue ) + "\n";
5922 const auto &eff = get_effect( effect_mending, bp_token );
5923 const int mend_perc = eff.is_null() ? 0.0 : 100 * eff.get_duration() / eff.get_max_duration();
5924
5925 if( precise ) {
5926 hp_str = colorize( string_format( "=%2d%%=", mend_perc ), c_blue );
5927 } else {
5928 const int num = mend_perc / 20;
5929 hp_str = colorize( std::string( num, '#' ) + std::string( 5 - num, '=' ), c_blue );
5930 }
5931 } else if( limb_is_broken ) {
5932 desc += colorize( _( "It is broken. It needs a splint or surgical attention." ), c_red ) + "\n";
5933 hp_str = "==%==";
5934 } else if( precise ) {
5935 hp_str = string_format( "%d", current_hp );
5936 } else {
5937 std::pair<std::string, nc_color> h_bar = get_hp_bar( current_hp, maximal_hp, false );
5938 hp_str = colorize( h_bar.first, h_bar.second ) +
5939 colorize( std::string( 5 - utf8_width( h_bar.first ), '.' ), c_white );
5940 }
5941 msg += colorize( aligned_name, all_state_col ) + " " + hp_str;
5942
5943 // BLEEDING block
5944 if( bleeding ) {
5945 desc += colorize( string_format( "%s: %s", get_effect( effect_bleed, bp_token ).get_speed_name(),
5946 get_effect( effect_bleed, bp_token ).disp_short_desc() ), c_red ) + "\n";
5947 if( bleed > 0.0f ) {
5948 desc += colorize( string_format( _( "Chance to stop: %d %%" ),
5949 static_cast<int>( bleed * 100 ) ), c_light_green ) + "\n";
5950 } else {
5951 desc += colorize( _( "This will not stop the bleeding." ),
5952 c_yellow ) + "\n";
5953 }
5954 }
5955 // BANDAGE block
5956 if( bandaged ) {
5957 desc += string_format( _( "Bandaged [%s]" ), texitify_healing_power( b_power ) ) + "\n";
5958 if( new_b_power > b_power ) {
5959 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5960 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5961 } else if( new_b_power > 0 ) {
5962 desc += colorize( _( "You don't expect any improvement from using this." ), c_yellow ) + "\n";
5963 }
5964 } else if( new_b_power > 0 && e.allowed ) {
5965 desc += colorize( string_format( _( "Expected bandage quality: %s" ),
5966 texitify_healing_power( new_b_power ) ), c_light_green ) + "\n";
5967 }
5968 // BITTEN block
5969 if( bitten ) {
5970 desc += colorize( string_format( "%s: ", get_effect( effect_bite,
5971 bp_token ).get_speed_name() ), c_red );
5972 desc += colorize( _( "It has a deep bite wound that needs cleaning." ), c_red ) + "\n";
5973 if( bite > 0 ) {
5974 desc += colorize( string_format( _( "Chance to clean and disinfect: %d %%" ),
5975 static_cast<int>( bite * 100 ) ), c_light_green ) + "\n";
5976 } else {
5977 desc += colorize( _( "This will not help in cleaning this wound." ), c_yellow ) + "\n";
5978 }
5979 }
5980 // INFECTED block
5981 if( infected ) {
5983 bp_token ).get_speed_name() ), c_red );
5984 desc += colorize( _( "It has a deep wound that looks infected. Antibiotics might be required." ),
5985 c_red ) + "\n";
5986 if( infect > 0 ) {
5987 desc += colorize( string_format( _( "Chance to heal infection: %d %%" ),
5988 static_cast<int>( infect * 100 ) ), c_light_green ) + "\n";
5989 } else {
5990 desc += colorize( _( "This will not help in healing infection." ), c_yellow ) + "\n";
5991 }
5992 }
5993 // DISINFECTANT (general) block
5994 if( disinfected ) {
5995 desc += string_format( _( "Disinfected [%s]" ),
5996 texitify_healing_power( d_power ) ) + "\n";
5997 if( new_d_power > d_power ) {
5998 desc += colorize( string_format( _( "Expected quality improvement: %s" ),
5999 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
6000 } else if( new_d_power > 0 ) {
6001 desc += colorize( _( "You don't expect any improvement from using this." ),
6002 c_yellow ) + "\n";
6003 }
6004 } else if( new_d_power > 0 && e.allowed ) {
6005 desc += colorize( string_format(
6006 _( "Expected disinfection quality: %s" ),
6007 texitify_healing_power( new_d_power ) ), c_light_green ) + "\n";
6008 }
6009 // END of blocks
6010
6011 if( ( !e.allowed && !limb_is_broken ) || ( show_all && current_hp == maximal_hp &&
6012 !limb_is_broken && !bitten && !infected && !bleeding ) ) {
6013 desc += colorize( _( "Healthy." ), c_green ) + "\n";
6014 }
6015 if( !e.allowed ) {
6016 desc += colorize( _( "You don't expect any effect from using this." ), c_yellow );
6017 } else {
6018 is_valid_choice = true;
6019 }
6020 bmenu.addentry_desc( i, e.allowed, MENU_AUTOASSIGN, msg, desc );
6021 }
6022
6023 if( !is_valid_choice ) { // no body part can be chosen for this item/effect
6024 bmenu.init();
6025 bmenu.desc_enabled = false;
6026 bmenu.text = _( "No limb would benefit from it." );
6027 bmenu.addentry( parts.size(), true, 'q', "%s", _( "Cancel" ) );
6028 }
6029
6030 bmenu.query();
6031 if( bmenu.ret >= 0 && static_cast<size_t>( bmenu.ret ) < parts.size() &&
6032 parts[bmenu.ret].allowed ) {
6033 return parts[bmenu.ret].hp;
6034 } else {
6035 return num_hp_parts;
6036 }
6037}
int utf8_width(const char *s, const bool ignore_tags)
static const efftype_id effect_bleed("bleed")
static const efftype_id effect_infected("infected")
static const efftype_id effect_bite("bite")
static const std::string flag_SPLINT("SPLINT")
bool worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns true if the player is wearing an item with the given flag.
Definition: character.cpp:3241
nc_color limb_color(const bodypart_id &bp, bool bleed, bool bite, bool infect) const
Definition: character.cpp:6039
bool is_limb_broken(const bodypart_id &limb) const
Returns true if the limb is broken.
Definition: character.cpp:1317
virtual void bleed() const
Adds an appropriate blood splatter.
Definition: creature.cpp:131
int get_max_intensity() const
Returns the maximum intensity of an effect.
Definition: effect.cpp:853
time_duration get_duration() const
Returns the remaining duration of an effect.
Definition: effect.cpp:797
bool is_null() const
Returns true if the effect is the result of effect(), ie.
Definition: effect.cpp:553
int ret
Definition: ui.h:412
bool desc_enabled
Definition: ui.h:352
void addentry_desc(const std::string &str, const std::string &desc)
Definition: ui.cpp:942
bool hilight_disabled
Definition: ui.h:366
std::string text
Definition: ui.h:320
void addentry(const std::string &str)
Definition: ui.cpp:932
#define c_white
Definition: color.h:18
#define c_light_gray
Definition: color.h:19
#define c_green
Definition: color.h:22
#define c_light_green
Definition: color.h:28
#define c_blue
Definition: color.h:23
#define c_yellow
Definition: color.h:32
#define c_red
Definition: color.h:21
std::string texitify_healing_power(const int power)
Definition: effect.cpp:1478
void query(bool loop=true, int timeout=-1)
Handle input and update display.
Definition: ui.cpp:828
void init()
Sane defaults on initialization.
Definition: ui.cpp:152
std::pair< std::string, nc_color > get_hp_bar(const int cur_hp, const int max_hp, const bool is_mon)
Definition: output.cpp:1604
hp_part
Definition: pldata.h:32
@ hp_torso
Definition: pldata.h:34
@ hp_leg_r
Definition: pldata.h:38
@ hp_arm_r
Definition: pldata.h:36
@ hp_head
Definition: pldata.h:33
@ hp_arm_l
Definition: pldata.h:35
@ num_hp_parts
Definition: pldata.h:39
@ hp_leg_l
Definition: pldata.h:37
const int MENU_AUTOASSIGN
Definition: ui.h:31

References _, uilist::addentry(), uilist::addentry_desc(), Creature::bleed(), c_blue, c_green, c_light_gray, c_light_green, c_red, c_white, c_yellow, colorize(), uilist::desc_enabled, effect_bandaged, effect_bite, effect_bleed, effect_disinfected, effect_infected, effect_mending, flag_SPLINT(), Creature::get_effect(), Creature::get_effect_int(), get_hp_bar(), effect::get_max_intensity(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), Creature::has_effect(), uilist::hilight_disabled, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, uilist::init(), is_limb_broken(), limb_color(), MENU_AUTOASSIGN, name, num, num_hp_parts, uilist::query(), uilist::ret, string_format(), texitify_healing_power(), uilist::text, utf8_width(), and worn_with_flag().

Referenced by game::npc_menu(), and pick_part_to_heal().

◆ bodypart_exposure()

std::map< bodypart_id, float > Character::bodypart_exposure ( )

Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).

Clothing layers are multiplied, ex. two layers of 50% coverage will leave only 25% exposed. Used to determine suffering effects of albinism and solar sensitivity.

Definition at line 779 of file suffer.cpp.

780{
781 std::map<bodypart_id, float> bp_exposure;
782 // May need to iterate over all body parts several times, so make a copy
783 const std::vector<bodypart_id> all_body_parts = get_all_body_parts();
784
785 // Initially, all parts are assumed to be fully exposed
786 for( const bodypart_id &bp : all_body_parts ) {
787 bp_exposure[bp] = 1.0;
788 }
789 // For every item worn, for every body part, adjust coverage
790 for( const item &it : worn ) {
791 // What body parts does this item cover?
792 body_part_set covered = it.get_covered_body_parts();
793 for( const bodypart_id &bp : all_body_parts ) {
794 if( bp->token != num_bp && !covered.test( bp->token ) ) {
795 continue;
796 }
797 // How much exposure does this item leave on this part? (1.0 == naked)
798 float part_exposure = 1.0 - it.get_coverage() / 100.0f;
799 // Coverage multiplies, so two layers with 50% coverage will together give 75%
800 bp_exposure[bp] = bp_exposure[bp] * part_exposure;
801 }
802 }
803 return bp_exposure;
804}
@ num_bp
Definition: bodypart.h:52
std::vector< bodypart_id > get_all_body_parts(bool only_main=false) const
Returns body parts this creature have.
Definition: creature.cpp:1621
bool test(const body_part &bp) const
Definition: bodypart.h:237

References all_body_parts, Creature::get_all_body_parts(), num_bp, body_part_set::test(), and worn.

Referenced by suffer_from_sunburn().

◆ bodytemp_color()

nc_color Character::bodytemp_color ( int  bp) const

Define color for displaying the body temperature.

Definition at line 10412 of file character.cpp.

10413{
10414 nc_color color = c_light_gray; // default
10415 if( bp == bp_eyes ) {
10416 color = c_light_gray; // Eyes don't count towards warmth
10417 } else if( temp_conv[bp] > BODYTEMP_SCORCHING ) {
10418 color = c_red;
10419 } else if( temp_conv[bp] > BODYTEMP_VERY_HOT ) {
10421 } else if( temp_conv[bp] > BODYTEMP_HOT ) {
10422 color = c_yellow;
10423 } else if( temp_conv[bp] > BODYTEMP_COLD ) {
10424 color = c_green;
10425 } else if( temp_conv[bp] > BODYTEMP_VERY_COLD ) {
10427 } else if( temp_conv[bp] > BODYTEMP_FREEZING ) {
10428 color = c_cyan;
10429 } else if( temp_conv[bp] <= BODYTEMP_FREEZING ) {
10430 color = c_blue;
10431 }
10432 return color;
10433}
#define c_light_blue
Definition: color.h:29
#define c_cyan
Definition: color.h:24
#define c_light_red
Definition: color.h:27
static nc_color color(const T_t &t)
static constexpr int BODYTEMP_SCORCHING
Definition: weather.h:42
static constexpr int BODYTEMP_VERY_HOT
Level 3 hotness.
Definition: weather.h:40
static constexpr int BODYTEMP_VERY_COLD
Frostbite timer will not improve while below this point.
Definition: weather.h:32
static constexpr int BODYTEMP_FREEZING
This value means frostbite occurs at the warmest temperature of 1C. If changed, the temp_conv calcula...
Definition: weather.h:30

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, bp_eyes, c_blue, c_cyan, c_green, c_light_blue, c_light_gray, c_light_red, c_red, c_yellow, color(), and temp_conv.

Referenced by player::print_encumbrance().

◆ bodytemp_modifier_traits()

int Character::bodytemp_modifier_traits ( bool  overheated) const

Correction factor of the body temperature due to traits and mutations.

Definition at line 9514 of file character.cpp.

9515{
9516 int mod = 0;
9517 for( const trait_id &iter : get_mutations() ) {
9518 mod += overheated ? iter->bodytemp_min : iter->bodytemp_max;
9519 }
9520 return mod;
9521}
std::vector< trait_id > get_mutations(bool include_hidden=true) const
Get the idents of all traits/mutations.

References get_mutations().

Referenced by update_bodytemp().

◆ bodytemp_modifier_traits_floor()

int Character::bodytemp_modifier_traits_floor ( ) const

Correction factor of the body temperature due to traits and mutations for player lying on the floor.

Definition at line 9523 of file character.cpp.

9524{
9525 int mod = 0;
9526 for( const trait_id &iter : get_mutations() ) {
9527 mod += iter->bodytemp_sleep;
9528 }
9529 return mod;
9530}

References get_mutations().

Referenced by floor_warmth().

◆ bodyweight()

units::mass Character::bodyweight ( ) const

Definition at line 6845 of file character.cpp.

6846{
6847 return units::from_kilogram( bmi() * std::pow( height() / 100.0f, 2 ) );
6848}
int height() const
Definition: character.cpp:6926
float bmi() const
Definition: character.cpp:6840
constexpr quantity< value_type, mass_in_milligram_tag > from_kilogram(const value_type v)
Definition: units_mass.h:47

References bmi(), units::from_kilogram(), and height().

Referenced by get_weight(), and get_weight_string().

◆ bonus_damage()

float Character::bonus_damage ( bool  random) const

Returns the bonus bashing damage the player deals based on their stats.

Strength increases bashing damage

Definition at line 830 of file melee.cpp.

831{
832 /** @EFFECT_STR increases bashing damage */
833 if( random ) {
834 return rng_float( get_str() / 2.0f, get_str() );
835 }
836
837 return get_str() * 0.75f;
838}
virtual int get_str() const
Getters for stats exclusive to characters.
Definition: character.cpp:4048
type random()
Returns a random direction.
Definition: overmap.cpp:4142
double rng_float(double lo, double hi)
Definition: rng.cpp:28

References get_str(), om_direction::random(), and rng_float().

Referenced by draw_stats_info(), roll_bash_damage(), and set_stats().

◆ bonus_from_enchantments()

double Character::bonus_from_enchantments ( double  base,
enchant_vals::mod  value,
bool  round = false 
) const

Calculate bonus from enchantments for given base value.

Definition at line 8017 of file character.cpp.

8019{
8020 return enchantment_cache->calc_bonus( value, base, round );
8021}
pimpl< enchantment > enchantment_cache
Definition: character.h:2264

References enchantment_cache.

Referenced by armor_enchantment_adjust(), attack_cost(), known_magic::mana_regen_rate(), known_magic::max_mana(), metabolic_rate_base(), and run_cost().

◆ bp_to_hp()

hp_part Character::bp_to_hp ( body_part  bp)
static

Converts a body_part to an hp_part.

Definition at line 6545 of file character.cpp.

6546{
6547 switch( bp ) {
6548 case bp_head:
6549 case bp_eyes:
6550 case bp_mouth:
6551 return hp_head;
6552 case bp_torso:
6553 return hp_torso;
6554 case bp_arm_l:
6555 case bp_hand_l:
6556 return hp_arm_l;
6557 case bp_arm_r:
6558 case bp_hand_r:
6559 return hp_arm_r;
6560 case bp_leg_l:
6561 case bp_foot_l:
6562 return hp_leg_l;
6563 case bp_leg_r:
6564 case bp_foot_r:
6565 return hp_leg_r;
6566 default:
6567 return num_hp_parts;
6568 }
6569}

References bp_arm_l, bp_arm_r, bp_eyes, bp_foot_l, bp_foot_r, bp_hand_l, bp_hand_r, bp_head, bp_leg_l, bp_leg_r, bp_mouth, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_hp_parts.

Referenced by iexamine::autodoc(), explosion_handler::shrapnel(), and heal_actor::use_healing_item().

◆ build_mut_dependency_map()

void Character::build_mut_dependency_map ( const trait_id mut,
std::unordered_map< trait_id, int > &  dependency_map,
int  distance 
)

Recursively traverses the mutation's prerequisites and replacements, building up a map.

Definition at line 7880 of file character.cpp.

7882{
7883 // Skip base traits and traits we've seen with a lower distance
7884 const auto lowest_distance = dependency_map.find( mut );
7885 if( !has_base_trait( mut ) && ( lowest_distance == dependency_map.end() ||
7886 distance < lowest_distance->second ) ) {
7887 dependency_map[mut] = distance;
7888 // Recurse over all prerequisite and replacement mutations
7889 const mutation_branch &mdata = mut.obj();
7890 for( const trait_id &i : mdata.prereqs ) {
7891 build_mut_dependency_map( i, dependency_map, distance + 1 );
7892 }
7893 for( const trait_id &i : mdata.prereqs2 ) {
7894 build_mut_dependency_map( i, dependency_map, distance + 1 );
7895 }
7896 for( const trait_id &i : mdata.replacements ) {
7897 build_mut_dependency_map( i, dependency_map, distance + 1 );
7898 }
7899 }
7900}
void build_mut_dependency_map(const trait_id &mut, std::unordered_map< trait_id, int > &dependency_map, int distance)
Recursively traverses the mutation's prerequisites and replacements, building up a map.
Definition: character.cpp:7880
bool has_base_trait(const trait_id &b) const
Returns true if the player has the entered starting trait.
Definition: mutation.cpp:121
const T & obj() const
Returns the actual object this id refers to.
Definition: achievement.cpp:58
std::vector< trait_id > replacements
Definition: mutation.h:280
std::vector< trait_id > prereqs
Definition: mutation.h:275
std::vector< trait_id > prereqs2
Definition: mutation.h:276

References build_mut_dependency_map(), has_base_trait(), string_id< T >::obj(), mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::replacements, and second.

Referenced by build_mut_dependency_map(), and set_highest_cat_level().

◆ burn_fuel()

bool Character::burn_fuel ( int  b,
bool  start = false 
)

Convert fuel to bionic power.

Definition at line 1154 of file bionics.cpp.

1155{
1156 bionic &bio = ( *my_bionics )[b];
1157 if( ( bio.info().fuel_opts.empty() && !bio.info().is_remote_fueled ) ||
1159 return true;
1160 }
1161 const bool is_metabolism_powered = bio.is_this_fuel_powered( fuel_type_metabolism );
1162 const bool is_cable_powered = bio.info().is_remote_fueled;
1163 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1164 float effective_efficiency = get_effective_efficiency( b, bio.info().fuel_efficiency );
1165
1166 if( is_cable_powered ) {
1167 const itype_id remote_fuel = find_remote_fuel();
1168 if( !remote_fuel.is_empty() ) {
1169 fuel_available.emplace_back( remote_fuel );
1170 if( remote_fuel == fuel_type_sun_light ) {
1171 const item *pack = item_worn_with_flag( "SOLARPACK_ON" );
1172 effective_efficiency = pack != nullptr ? pack->type->solar_efficiency : 0;
1173 }
1174 // TODO: check for available fuel in remote source
1175 } else if( !start ) {
1177 _( "Your %s runs out of fuel and turn off." ),
1178 _( "<npcname>'s %s runs out of fuel and turn off." ),
1179 bio.info().name );
1180 bio.powered = false;
1181 deactivate_bionic( b, true );
1182 return false;
1183 }
1184 }
1185
1186 if( start && fuel_available.empty() ) {
1187 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to start." ),
1188 _( "<npcname>'s %s does not have enough fuel to start." ),
1189 bio.info().name );
1191 return false;
1192 }
1193 // don't produce power on start to avoid instant recharge exploit by turning bionic ON/OFF
1194 //in the menu
1195 if( !start ) {
1196 for( const itype_id &fuel : fuel_available ) {
1197 const item &tmp_fuel = item( fuel );
1198 const int fuel_energy = tmp_fuel.fuel_energy();
1199 const bool is_perpetual_fuel = tmp_fuel.has_flag( flag_PERPETUAL );
1200
1201 int current_fuel_stock;
1202 if( is_metabolism_powered ) {
1203 current_fuel_stock = std::max( 0.0f, get_stored_kcal() - 0.8f *
1204 max_stored_kcal() );
1205 } else if( is_perpetual_fuel ) {
1206 current_fuel_stock = 1;
1207 } else if( is_cable_powered ) {
1208 current_fuel_stock = std::stoi( get_value( "rem_" + fuel.str() ) );
1209 } else {
1210 current_fuel_stock = std::stoi( get_value( fuel.str() ) );
1211 }
1212
1213 if( !bio.has_flag( flag_SAFE_FUEL_OFF ) &&
1214 get_power_level() + units::from_kilojoule( fuel_energy ) * effective_efficiency
1215 > get_max_power_level() ) {
1216 if( !bio.is_auto_start_keep_full() ) {
1217 if( is_metabolism_powered ) {
1218 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste calories." ),
1219 _( "<npcname>'s %s turns off to not waste calories." ),
1220 bio.info().name );
1221 } else if( is_perpetual_fuel ) {
1222 add_msg_player_or_npc( m_info, _( "Your %s turns off after filling your power banks." ),
1223 _( "<npcname>'s %s turns off after filling their power banks." ),
1224 bio.info().name );
1225 } else {
1226 add_msg_player_or_npc( m_info, _( "Your %s turns off to not waste fuel." ),
1227 _( "<npcname>'s %s turns off to not waste fuel." ),
1228 bio.info().name );
1229 }
1230 }
1231 bio.powered = false;
1232 deactivate_bionic( b, true );
1233 return false;
1234 } else {
1235 if( current_fuel_stock > 0 ) {
1236
1237 if( is_metabolism_powered ) {
1238 const int kcal_consumed = fuel_energy;
1239 // 1kcal = 4187 J
1240 const units::energy power_gain = kcal_consumed * 4184_J * effective_efficiency;
1241 mod_stored_kcal( -kcal_consumed );
1242 mod_power_level( power_gain );
1243 } else if( is_perpetual_fuel ) {
1244 if( fuel == fuel_type_sun_light && g->is_in_sunlight( pos() ) ) {
1245 const weather_type_id &wtype = current_weather( pos() );
1246 const float tick_sunlight = incident_sunlight( wtype, calendar::turn );
1247 const double intensity = tick_sunlight / default_daylight_level();
1248 mod_power_level( units::from_kilojoule( fuel_energy ) * intensity * effective_efficiency );
1249 } else if( fuel == fuel_type_wind ) {
1250 int vehwindspeed = 0;
1251 const optional_vpart_position vp = g->m.veh_at( pos() );
1252 if( vp ) {
1253 // vehicle velocity in mph
1254 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1255 }
1256 const weather_manager &wm = get_weather();
1257 const double windpower = get_local_windpower( wm.windspeed + vehwindspeed,
1259 g->is_sheltered( pos() ) );
1260 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_efficiency );
1261 }
1262 } else if( is_cable_powered ) {
1263 int to_consume = 1;
1265 to_consume = 0;
1266 }
1267 const int unconsumed = consume_remote_fuel( to_consume );
1268 if( unconsumed == 0 && to_consume == 1 ) {
1269 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1270 current_fuel_stock -= 1;
1271 } else if( to_consume == 1 ) {
1272 current_fuel_stock = 0;
1273 }
1274 set_value( "rem_" + fuel.str(), std::to_string( current_fuel_stock ) );
1275 } else {
1276 current_fuel_stock -= 1;
1277 set_value( fuel.str(), std::to_string( current_fuel_stock ) );
1278 update_fuel_storage( fuel );
1279 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_efficiency );
1280 }
1281
1282 heat_emission( b, fuel_energy );
1283 if( bio.info().power_gen_emission ) {
1284 g->m.emit_field( pos(), bio.info().power_gen_emission );
1285 }
1286 } else {
1287
1288 if( is_metabolism_powered ) {
1290 _( "Stored calories are below the safe threshold, your %s shuts down to preserve your health." ),
1291 _( "Stored calories are below the safe threshold, <npcname>'s %s shuts down to preserve their health." ),
1292 bio.info().name );
1293 } else {
1294 remove_value( fuel.str() );
1296 _( "Your %s runs out of fuel and turn off." ),
1297 _( "<npcname>'s %s runs out of fuel and turn off." ),
1298 bio.info().name );
1299 }
1300
1301 bio.powered = false;
1302 deactivate_bionic( b, true );
1303 return false;
1304 }
1305 }
1306 }
1307 }
1308 return true;
1309}
static const std::string flag_SAFE_FUEL_OFF("SAFE_FUEL_OFF")
static const std::string flag_PERPETUAL("PERPETUAL")
static const itype_id fuel_type_wind("wind")
static const itype_id fuel_type_metabolism("metabolism")
static const itype_id fuel_type_muscle("muscle")
static const itype_id fuel_type_sun_light("sunlight")
double default_daylight_level()
How much light is provided in full daylight.
Definition: calendar.cpp:62
std::string to_string(const time_duration &d)
Returns a string showing a duration.
Definition: calendar.cpp:327
std::vector< itype_id > get_fuel_available(const bionic_id &bio) const
Return list of available fuel for this bionic.
Definition: character.cpp:2065
float get_effective_efficiency(int b, float fuel_efficiency)
Applies modifier to fuel_efficiency and returns the resulting efficiency.
Definition: bionics.cpp:1470
const item * item_worn_with_flag(const std::string &flag, const bodypart_id &bp=bodypart_str_id::NULL_ID()) const
Returns the first worn item with a given flag.
Definition: character.cpp:3249
virtual void mod_stored_kcal(int nkcal)
Modifiers for need values exclusive to characters.
Definition: character.cpp:4283
void heat_emission(int b, int fuel_energy)
Handle heat from exothermic power generation.
Definition: bionics.cpp:1450
int get_stored_kcal() const
Getter for need values exclusive to characters.
Definition: character.cpp:4278
int consume_remote_fuel(int amount)
Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally succes...
Definition: bionics.cpp:1408
void update_fuel_storage(const itype_id &fuel)
Updates which bionic contain fuel and which is empty.
Definition: character.cpp:2111
itype_id find_remote_fuel(bool look_only=false)
Find fuel used by remote powered bionic.
Definition: bionics.cpp:1355
void set_value(const std::string &key, const std::string &value)
Definition: creature.cpp:1325
float fuel_energy() const
Returns energy of one charge of this item as fuel for an engine.
Definition: item.cpp:6662
const itype * type
Definition: item.h:2156
int winddirection
Definition: weather.h:194
const weather_type_id & current_weather(const tripoint &location, const time_point &t)
Definition: weather.cpp:143
int incident_sunlight(const weather_type_id &wtype, const time_point &t)
Amount of sunlight incident at the ground, taking weather and time of day into account.
Definition: weather.cpp:107
emit_id power_gen_emission
Type of field emitted by this bionic when it produces energy.
Definition: bionics.h:75
std::vector< itype_id > fuel_opts
Fuel types that can be used by this bionic.
Definition: bionics.h:63
float fuel_efficiency
Fraction of fuel energy converted to bionic power.
Definition: bionics.h:67
bool has_flag(const std::string &flag) const
Definition: bionics.cpp:2675
bool is_this_fuel_powered(const itype_id &this_fuel) const
Definition: bionics.cpp:2690
float solar_efficiency
Efficiency of solar energy conversion for solarpacks.
Definition: itype.h:1032

References _, Creature::add_msg_player_or_npc(), b, consume_remote_fuel(), current_weather(), deactivate_bionic(), default_daylight_level(), find_remote_fuel(), flag_PERPETUAL(), flag_SAFE_FUEL_OFF(), units::from_kilojoule(), bionic_data::fuel_efficiency, item::fuel_energy(), bionic_data::fuel_opts, fuel_type_metabolism, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_max_power_level(), get_power_level(), get_stored_kcal(), Creature::get_value(), get_weather(), global_omt_location(), bionic::has_flag(), item::has_flag(), heat_emission(), bionic::id, incident_sunlight(), bionic::info(), bionic::is_auto_start_keep_full(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, bionic::is_this_fuel_powered(), item_worn_with_flag(), m_bad, m_info, max_stored_kcal(), mod_power_level(), mod_stored_kcal(), bionic_data::name, overmap_buffer, pos(), bionic_data::power_gen_emission, bionic::powered, Creature::remove_value(), Creature::set_value(), itype::solar_efficiency, overmapbuffer::ter(), to_string(), calendar::turn, item::type, update_fuel_storage(), weather_manager::winddirection, and weather_manager::windspeed.

Referenced by activate_bionic(), and process_bionic().

◆ burn_move_stamina()

void Character::burn_move_stamina ( int  moves)

Definition at line 7204 of file character.cpp.

7205{
7206 int overburden_percentage = 0;
7207 units::mass current_weight = weight_carried();
7208 // Make it at least 1 gram to avoid divide-by-zero warning
7209 units::mass max_weight = std::max( weight_capacity(), 1_gram );
7210 if( current_weight > max_weight ) {
7211 overburden_percentage = ( current_weight - max_weight ) * 100 / max_weight;
7212 }
7213
7214 int burn_ratio = get_option<int>( "PLAYER_BASE_STAMINA_BURN_RATE" );
7215 for( const bionic_id &bid : get_bionic_fueled_with( item( "muscle" ) ) ) {
7216 if( has_active_bionic( bid ) ) {
7217 burn_ratio = burn_ratio * 2 - 3;
7218 }
7219 }
7220 burn_ratio += overburden_percentage;
7221 if( move_mode == CMM_RUN ) {
7222 burn_ratio = burn_ratio * 7;
7223 }
7224 mod_stamina( -( ( moves * burn_ratio ) / 100.0 ) * stamina_move_cost_modifier() );
7225 add_msg( m_debug, "Stamina burn: %d", -( ( moves * burn_ratio ) / 100 ) );
7226 // Chance to suffer pain if overburden and stamina runs out or has trait BADBACK
7227 // Starts at 1 in 25, goes down by 5 for every 50% more carried
7228 if( ( current_weight > max_weight ) && ( has_trait( trait_BADBACK ) || get_stamina() == 0 ) &&
7229 one_in( 35 - 5 * current_weight / ( max_weight / 2 ) ) ) {
7230 add_msg_if_player( m_bad, _( "Your body strains under the weight!" ) );
7231 // 1 more pain for every 800 grams more (5 per extra STR needed)
7232 if( ( ( current_weight - max_weight ) / 800_gram > get_pain() && get_pain() < 100 ) ) {
7233 mod_pain( 1 );
7234 }
7235 }
7236}
static const trait_id trait_BADBACK("BADBACK")
@ CMM_RUN
Definition: character.h:98
std::vector< bionic_id > get_bionic_fueled_with(const item &it) const
Return bionic_id of bionics able to use it as fuel.
Definition: character.cpp:1917
units::mass weight_carried() const
Definition: character.cpp:2700
void mod_stamina(int mod)
Definition: character.cpp:7194
float stamina_move_cost_modifier() const
Definition: character.cpp:7238
virtual int get_pain() const
Definition: creature.cpp:1360

References _, add_msg(), Creature::add_msg_if_player(), CMM_RUN, get_bionic_fueled_with(), Creature::get_pain(), get_stamina(), has_active_bionic(), has_trait(), m_bad, m_debug, Creature::mod_pain(), mod_stamina(), move_mode, Creature::moves, one_in(), stamina_move_cost_modifier(), trait_BADBACK, weight_capacity(), and weight_carried().

Referenced by avatar_action::swim(), and game::walk_move().

◆ calc_all_parts_hp()

void Character::calc_all_parts_hp ( float  hp_mod = 0.0,
float  hp_adjust = 0.0,
int  str_max = 0 
)

Sets hp for all body parts.

Definition at line 1662 of file character.cpp.

1663{
1664 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1665 bodypart &bp = *get_part( part.first );
1666 int new_max = ( part.first->base_hp + str_max * 3 + hp_adjustment ) * hp_mod;
1667
1668 if( has_trait( trait_id( "GLASSJAW" ) ) && part.first == bodypart_str_id( "head" ) ) {
1669 new_max *= 0.8;
1670 }
1671
1672 float max_hp_ratio = static_cast<float>( new_max ) /
1673 static_cast<float>( bp.get_hp_max() );
1674
1675 int new_cur = std::ceil( static_cast<float>( bp.get_hp_cur() ) * max_hp_ratio );
1676
1677 bp.set_hp_max( std::max( new_max, 1 ) );
1678 bp.set_hp_cur( std::max( std::min( new_cur, new_max ), 0 ) );
1679 }
1680}
string_id< body_part_type > bodypart_str_id
Definition: bodypart.h:22
const std::map< bodypart_str_id, bodypart > & get_body() const
Definition: creature.cpp:1521
bodypart * get_part(const bodypart_id &id)
Definition: creature.cpp:1534
int get_hp_max() const
Definition: bodypart.cpp:400
int get_hp_cur() const
Definition: bodypart.cpp:395
void set_hp_max(int set)
Definition: bodypart.cpp:425
void set_hp_cur(int set)
Definition: bodypart.cpp:420

References Creature::get_body(), bodypart::get_hp_cur(), bodypart::get_hp_max(), Creature::get_part(), has_trait(), bodypart::set_hp_cur(), bodypart::set_hp_max(), str_max, and trait_id.

Referenced by recalc_hp().

◆ calc_encumbrance() [1/2]

std::array< encumbrance_data, num_bp > Character::calc_encumbrance ( ) const
protected

Recalculate encumbrance for all body parts.

Definition at line 3619 of file character.cpp.

3620{
3621 return calc_encumbrance( item() );
3622}
std::array< encumbrance_data, num_bp > calc_encumbrance() const
Recalculate encumbrance for all body parts.
Definition: character.cpp:3619

References calc_encumbrance().

Referenced by calc_encumbrance(), get_encumbrance(), on_item_takeoff(), on_item_wear(), and reset_encumbrance().

◆ calc_encumbrance() [2/2]

std::array< encumbrance_data, num_bp > Character::calc_encumbrance ( const item new_item) const
protected

Recalculate encumbrance for all body parts as if new_item was also worn.

Definition at line 3624 of file character.cpp.

3625{
3626
3627 std::array<encumbrance_data, num_bp> enc;
3628
3629 item_encumb( enc, new_item );
3630 mut_cbm_encumb( enc );
3631
3632 return enc;
3633}
void item_encumb(std::array< encumbrance_data, num_bp > &vals, const item &new_item) const
Applies encumbrance from items only If new_item is not null, then calculate under the asumption that ...
Definition: character.cpp:3941
void mut_cbm_encumb(std::array< encumbrance_data, num_bp > &vals) const
Applies encumbrance from mutations and bionics only.
Definition: character.cpp:4005

References item_encumb(), and mut_cbm_encumb().

◆ calc_needs_rates()

needs_rates Character::calc_needs_rates ( ) const

Definition at line 4876 of file character.cpp.

4877{
4878 const effect &sleep = get_effect( effect_sleep );
4879 const bool has_recycler = has_bionic( bio_recycler );
4880 const bool asleep = !sleep.is_null();
4881
4882 needs_rates rates;
4883 rates.hunger = metabolic_rate();
4884
4885 add_msg_if_player( m_debug, "Metabolic rate: %.2f", rates.hunger );
4886
4887 static const std::string player_thirst_rate( "PLAYER_THIRST_RATE" );
4888 rates.thirst = get_option< float >( player_thirst_rate );
4889 static const std::string thirst_modifier( "thirst_modifier" );
4890 rates.thirst *= 1.0f + mutation_value( thirst_modifier );
4891 static const std::string slows_thirst( "SLOWS_THIRST" );
4892 if( worn_with_flag( slows_thirst ) ) {
4893 rates.thirst *= 0.7f;
4894 }
4895
4896 static const std::string player_fatigue_rate( "PLAYER_FATIGUE_RATE" );
4897 rates.fatigue = get_option< float >( player_fatigue_rate );
4898 static const std::string fatigue_modifier( "fatigue_modifier" );
4899 rates.fatigue *= 1.0f + mutation_value( fatigue_modifier );
4900
4901 // Note: intentionally not in metabolic rate
4902 if( has_recycler ) {
4903 // Recycler won't help much with mutant metabolism - it is intended for human one
4904 rates.hunger = std::min( rates.hunger, std::max( 0.5f, rates.hunger - 0.5f ) );
4905 rates.thirst = std::min( rates.thirst, std::max( 0.5f, rates.thirst - 0.5f ) );
4906 }
4907
4908 if( asleep ) {
4909 static const std::string fatigue_regen_modifier( "fatigue_regen_modifier" );
4910 // Multiplied by 2 to account for legacy (bugged to always apply)
4911 // bonus for sleeping over 2 hours
4912 rates.recovery = 2.0f * ( 1.0f + mutation_value( fatigue_regen_modifier ) );
4913 if( is_hibernating() ) {
4914 // Hunger and thirst advance *much* more slowly whilst we hibernate.
4915 rates.hunger *= ( 1.0f / 7.0f );
4916 rates.thirst *= ( 1.0f / 7.0f );
4917 }
4918 rates.recovery -= static_cast<float>( get_perceived_pain() ) / 60;
4919
4920 } else {
4921 rates.recovery = 0;
4922 }
4923
4925 // Much of the body's needs are taken care of by the trees.
4926 // Hair Roots don't provide any bodily needs.
4928 rates.hunger *= 0.5f;
4929 rates.thirst *= 0.5f;
4930 rates.fatigue *= 0.5f;
4931 }
4932 }
4933
4935 // Transpiration, the act of moving nutrients with evaporating water, can take a very heavy toll on your thirst when it's really hot.
4936 rates.thirst *= ( ( get_weather().get_temperature( pos() ) - 32.5f ) / 40.0f );
4937 }
4938
4939 if( is_npc() ) {
4940 rates.hunger *= 0.25f;
4941 rates.thirst *= 0.25f;
4942 }
4943
4944 return rates;
4945}
static const activity_id ACT_TREE_COMMUNION("ACT_TREE_COMMUNION")
static const trait_id trait_ROOTS2("ROOTS2")
static const bionic_id bio_recycler("bio_recycler")
static const efftype_id effect_sleep("sleep")
static const trait_id trait_TRANSPIRATION("TRANSPIRATION")
static const trait_id trait_ROOTS3("ROOTS3")
float metabolic_rate() const
Current metabolic rate due to traits, hunger, speed, etc.
bool is_hibernating() const
Returns if the player has hibernation mutation and is asleep and well fed.
Definition: character.cpp:5126
bool has_activity(const activity_id &type) const
Check if player currently has a given activity.
Definition: character.cpp:9198
virtual int get_perceived_pain() const
Definition: creature.cpp:1365
int get_temperature(const tripoint &location) const
Definition: weather.cpp:1107
static void sleep()
float hunger
Definition: player.h:93
float recovery
Definition: player.h:95
float fatigue
Definition: player.h:94
float thirst
Definition: player.h:92

References ACT_TREE_COMMUNION, Creature::add_msg_if_player(), bio_recycler, effect_sleep, needs_rates::fatigue, Creature::get_effect(), Creature::get_perceived_pain(), weather_manager::get_temperature(), get_weather(), has_activity(), has_bionic(), has_trait(), needs_rates::hunger, is_hibernating(), Creature::is_npc(), m_debug, metabolic_rate(), mutation_value(), pos(), needs_rates::recovery, sleep(), needs_rates::thirst, trait_ROOTS2, trait_ROOTS3, trait_TRANSPIRATION, and worn_with_flag().

Referenced by update_needs(), and update_stomach().

◆ can_consume()

bool Character::can_consume ( const item it) const

Check character's capability of consumption overall.

Definition at line 1510 of file consumption.cpp.

1511{
1512 if( can_consume_as_is( it ) ) {
1513 return true;
1514 }
1515 // Checking NO_RELOAD to prevent consumption of `battery` when contained in `battery_car` (#20012)
1516 return !it.is_container_empty() && !it.has_flag( flag_NO_RELOAD ) &&
1518}
bool can_consume_as_is(const item &it) const
Check whether character can consume this very item.
item & front()
this is an artifact of the previous code using front() everywhere for contents.
bool is_container_empty() const
Whether this item has no contents at all.
Definition: item.cpp:6683
static const std::string flag_NO_RELOAD("NO_RELOAD")

References can_consume_as_is(), item::contents, flag_NO_RELOAD(), item_contents::front(), item::has_flag(), and item::is_container_empty().

Referenced by find_auto_consume(), and rate_action_eat().

◆ can_consume_as_is()

bool Character::can_consume_as_is ( const item it) const

Check whether character can consume this very item.

Definition at line 1500 of file consumption.cpp.

1501{
1502 return it.is_comestible() || can_consume_for_bionic( it );
1503}
bool can_consume_for_bionic(const item &it) const
bool is_comestible() const
Definition: item.cpp:6433

References can_consume_for_bionic(), and item::is_comestible().

Referenced by can_consume(), player::consume(), avatar_action::eat(), and get_consumable_from().

◆ can_consume_for_bionic()

bool Character::can_consume_for_bionic ( const item it) const

Definition at line 1505 of file consumption.cpp.

1506{
1508}
rechargeable_cbm get_cbm_rechargeable_with(const item &it) const

References get_cbm_rechargeable_with(), and none.

Referenced by can_consume_as_is().

◆ can_eat()

ret_val< edible_rating > Character::can_eat ( const item food) const

Can the food be [theoretically] eaten no matter the consequen ces?

Definition at line 637 of file consumption.cpp.

638{
639
640 const auto &comest = food.get_comestible();
641 if( !comest ) {
642 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible." ) );
643 }
644
645 if( food.has_flag( flag_INEDIBLE ) ) {
646 if( ( food.has_flag( flag_CATTLE ) && !has_trait( trait_THRESH_CATTLE ) ) ||
649 ( food.has_flag( flag_BIRD ) && !has_trait( trait_THRESH_BIRD ) ) ) {
650 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible to you." ) );
651 }
652 }
653
654 if( food.is_craft() ) {
655 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
656 }
657
658 if( food.has_own_flag( "DIRTY" ) ) {
660 _( "This is full of dirt after being on the ground." ) );
661 }
662
663 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
664 const bool edible = eat_verb || comest->comesttype == comesttype_FOOD;
665 const bool drinkable = !eat_verb && comest->comesttype == comesttype_DRINK;
666
667 // TODO: This condition occurs way too often. Unify it.
668 // update Sep. 26 2018: this apparently still occurs way too often. yay!
670 return ret_val<edible_rating>::make_failure( _( "You can't do that while underwater." ) );
671 }
672
673 if( edible || drinkable ) {
674 for( const auto &elem : food.type->materials ) {
675 if( !elem->edible() ) {
676 return ret_val<edible_rating>::make_failure( _( "That doesn't look edible in its current form." ) );
677 }
678 }
679 }
680
681 if( !comest->tool.is_null() ) {
682 const bool has = item::count_by_charges( comest->tool )
683 ? has_charges( comest->tool, 1 )
684 : has_amount( comest->tool, 1 );
685 if( !has ) {
687 string_format( _( "You need a %s to consume that!" ),
688 item::nname( comest->tool ) ) );
689 }
690 }
691
692 // For all those folks who loved eating marloss berries. D:< mwuhahaha
694 !food.has_flag( flag_NO_INGEST ) ) {
696 _( "We can't eat that. It's not right for us." ) );
697 }
698 // Here's why PROBOSCIS is such a negative trait.
699 if( has_trait( trait_PROBOSCIS ) && !( drinkable || food.is_medication() ) ) {
701 _( "Ugh, you can't drink that!" ) );
702 }
703
704 if( has_trait( trait_CARNIVORE ) && nutrition_for( food ) > 0 &&
707 _( "Eww. Inedible plant stuff!" ) );
708 }
709
712 // Like non-cannibal, but more strict!
714 _( "The thought of eating that makes you feel sick." ) );
715 }
716
717 for( const trait_id &mut : get_mutations() ) {
718 if( !food.made_of_any( mut.obj().can_only_eat ) && !mut.obj().can_only_eat.empty() ) {
720 _( "You can't eat this." ) );
721 }
722 }
723
725}
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: character.cpp:9571
int nutrition_for(const item &comest) const
Handles the nutrition value for a comestible.
virtual bool is_underwater() const
Definition: creature.cpp:174
bool count_by_charges() const
Definition: item.cpp:5851
const cata::value_ptr< islot_comestible > & get_comestible() const
Definition: item.cpp:9947
static std::string nname(const itype_id &id, unsigned int quantity=1)
Returns the translated item name for the item with given id.
Definition: item.cpp:9745
bool is_craft() const
Definition: item.cpp:6764
bool made_of_any(const std::set< material_id > &mat_idents) const
Check we are made of at least one of a set (e.g.
Definition: item.cpp:6281
bool is_medication() const
Definition: item.cpp:6444
bool has_any_flag(const Container &flags) const
Definition: item.h:1402
bool has_own_flag(const std::string &flag) const
Checks whether item itself has given flag (doesn't check item type or gunmods).
Definition: item.cpp:5183
static ret_val make_success(T val=default_success::value)
Definition: ret_val.h:42
static ret_val make_failure(T val=default_failure::value)
Definition: ret_val.h:46
bool has_amount(const itype_id &what, int qty, bool pseudo=true, const std::function< bool(const item &)> &filter=return_true< item >) const
Check instance provides at least qty of an item (.
Definition: visitable.cpp:1108
static const trait_id trait_RUMINANT("RUMINANT")
const std::vector< std::string > carnivore_blacklist
static const std::string flag_INEDIBLE("INEDIBLE")
static const trait_id trait_HERBIVORE("HERBIVORE")
static const trait_id trait_CARNIVORE("CARNIVORE")
static const std::string comesttype_DRINK("DRINK")
static const trait_id trait_THRESH_BIRD("THRESH_BIRD")
const std::vector< std::string > herbivore_blacklist(temparray.begin(), temparray.end())
static const std::string flag_BIRD("BIRD")
static const trait_id trait_PROBOSCIS("PROBOSCIS")
static const std::string flag_USE_EAT_VERB("USE_EAT_VERB")
static const std::string flag_MYCUS_OK("MYCUS_OK")
static const std::string flag_CATTLE("CATTLE")
static const trait_id trait_THRESH_LUPINE("THRESH_LUPINE")
static const trait_id trait_THRESH_CATTLE("THRESH_CATTLE")
static const trait_id trait_THRESH_FELINE("THRESH_FELINE")
static const std::string comesttype_FOOD("FOOD")
static const std::string flag_CARNIVORE_OK("CARNIVORE_OK")
static const trait_id trait_WATERSLEEP("WATERSLEEP")
static const std::string flag_FELINE("FELINE")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
static const std::string flag_NO_INGEST("NO_INGEST")
static const std::string flag_LUPINE("LUPINE")
std::vector< material_id > materials
Definition: itype.h:914

References _, carnivore_blacklist, comesttype_DRINK(), comesttype_FOOD(), item::count_by_charges(), edible, flag_BIRD(), flag_CARNIVORE_OK(), flag_CATTLE(), flag_FELINE(), flag_INEDIBLE(), flag_LUPINE(), flag_MYCUS_OK(), flag_NO_INGEST(), flag_USE_EAT_VERB(), item::get_comestible(), get_mutations(), visitable< Character >::has_amount(), item::has_any_flag(), has_charges(), item::has_flag(), item::has_own_flag(), has_trait(), herbivore_blacklist(), inedible_mutation, item::is_craft(), item::is_medication(), item::is_null(), Creature::is_underwater(), item::made_of_any(), ret_val< T >::make_failure(), ret_val< T >::make_success(), itype::materials, item::nname(), no_tool, nutrition_for(), string_format(), trait_CARNIVORE, trait_HERBIVORE, trait_M_DEPENDENT, trait_PROBOSCIS, trait_RUMINANT, trait_THRESH_BIRD, trait_THRESH_CATTLE, trait_THRESH_FELINE, trait_THRESH_LUPINE, trait_WATERSLEEP, and item::type.

Referenced by can_feed_furnace_with(), can_feed_reactor_with(), player::eat(), and will_eat().

◆ can_estimate_rot()

bool Character::can_estimate_rot ( ) const

True if the character has enough skill (in cooking or survival) to estimate time to rot.

Definition at line 1495 of file consumption.cpp.

1496{
1498}
static const skill_id skill_survival("survival")
static const skill_id skill_cooking("cooking")

References get_skill_level(), skill_cooking, and skill_survival.

◆ can_feed_furnace_with()

bool Character::can_feed_furnace_with ( const item it) const

Definition at line 1319 of file consumption.cpp.

1320{
1321 if( !it.flammable() || it.has_flag( flag_RADIOACTIVE ) || can_eat( it ).success() ) {
1322 return false;
1323 }
1324
1325 if( !has_active_bionic( bio_furnace ) ) {
1326 return false;
1327 }
1328
1329 // Not even one charge fits
1330 if( it.charges_per_volume( furnace_max_volume ) < 1 ) {
1331 return false;
1332 }
1333
1334 return !it.has_flag( flag_CORPSE );
1335}
ret_val< edible_rating > can_eat(const item &food) const
Can the food be [theoretically] eaten no matter the consequen ces?
bool flammable(int threshold=0) const
Whether the items is flammable.
Definition: item.cpp:8155
int charges_per_volume(const units::volume &vol) const
Number of (charges of) this item that fit into the given volume.
Definition: item.cpp:861
const units::volume furnace_max_volume(3_liter)
static const bionic_id bio_furnace("bio_furnace")
static const std::string flag_CORPSE("CORPSE")
static const std::string flag_RADIOACTIVE("RADIOACTIVE")

References bio_furnace, can_eat(), item::charges_per_volume(), flag_CORPSE(), flag_RADIOACTIVE(), item::flammable(), furnace_max_volume, has_active_bionic(), item::has_flag(), and behavior::success.

Referenced by feed_furnace_with(), and get_cbm_rechargeable_with().

◆ can_feed_reactor_with()

bool Character::can_feed_reactor_with ( const item it) const

Determine character's capability of recharging their CBMs.

Definition at line 1272 of file consumption.cpp.

1273{
1274 static const std::set<ammotype> acceptable = {{
1275 ammotype( "reactor_slurry" ),
1276 ammotype( "plutonium" )
1277 }
1278 };
1279
1280 if( !it.is_ammo() || can_eat( it ).success() ) {
1281 return false;
1282 }
1283
1285 return false;
1286 }
1287
1288 return std::any_of( acceptable.begin(), acceptable.end(), [ &it ]( const ammotype & elem ) {
1289 return it.ammo_type() == elem;
1290 } );
1291}
bool is_ammo() const
Definition: item.cpp:6428
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_advreactor("bio_advreactor")
string_id< ammunition_type > ammotype
Definition: type_id.h:12

References bio_advreactor, bio_reactor, can_eat(), has_active_bionic(), item::is_ammo(), and behavior::success.

Referenced by feed_reactor_with(), and get_cbm_rechargeable_with().

◆ can_fuel_bionic_with()

bool Character::can_fuel_bionic_with ( const item it) const

Returns true if the character can fuel a bionic with the item.

Definition at line 1901 of file character.cpp.

1902{
1903 if( !it.is_fuel() ) {
1904 return false;
1905 }
1906
1907 for( const bionic_id &bid : get_bionics() ) {
1908 for( const itype_id &fuel : bid->fuel_opts ) {
1909 if( fuel == it.typeId() ) {
1910 return true;
1911 }
1912 }
1913 }
1914 return false;
1915}
const itype_id & typeId() const
return the unique identifier of the items underlying type
Definition: item.cpp:8192
bool is_fuel() const
Definition: item.cpp:6606

References get_bionics(), item::is_fuel(), and item::typeId().

Referenced by fuel_bionic_with(), and get_cbm_rechargeable_with().

◆ can_hear()

bool Character::can_hear ( const tripoint source,
int  volume 
) const

Definition at line 10231 of file character.cpp.

10232{
10233 if( is_deaf() ) {
10234 return false;
10235 }
10236
10237 // source is in-ear and at our square, we can hear it
10238 if( source == pos() && volume == 0 ) {
10239 return true;
10240 }
10241 const int dist = rl_dist( source, pos() );
10242 const float volume_multiplier = hearing_ability();
10243 return ( volume - get_weather().weather_id->sound_attn ) * volume_multiplier >= dist;
10244}
float hearing_ability() const
bool is_deaf() const
Definition: character.cpp:4470
quantity< int, volume_in_milliliter_tag > volume
Definition: units_volume.h:16

References get_weather(), hearing_ability(), is_deaf(), pos(), and rl_dist().

Referenced by game::chat(), iuse::geiger(), iuse::play_music(), iuse::talking_doll(), and musical_instrument_actor::use().

◆ can_install_bionics()

bool Character::can_install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is the installation possible.

Definition at line 2153 of file bionics.cpp.

2155{
2156 if( !type.bionic ) {
2157 debugmsg( "Tried to install NULL bionic" );
2158 return false;
2159 }
2160 if( is_mounted() ) {
2161 return false;
2162 }
2163
2164 const bionic_id &bioid = type.bionic->id;
2165 const int difficult = type.bionic->difficulty;
2166 float adjusted_skill;
2167
2168 if( autodoc ) {
2169 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2172 skill_level );
2173 } else {
2174 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2177 skill_level );
2178 }
2179 int chance_of_success = bionic_manip_cos( adjusted_skill, difficult );
2180
2181 std::vector<std::string> conflicting_muts;
2182 for( const trait_id &mid : bioid->canceled_mutations ) {
2183 if( has_trait( mid ) ) {
2184 conflicting_muts.push_back( mid->name() );
2185 }
2186 }
2187
2188 if( !conflicting_muts.empty() &&
2189 !query_yn(
2190 _( "Installing this bionic will remove the conflicting traits: %s. Continue anyway?" ),
2191 enumerate_as_string( conflicting_muts ) ) ) {
2192 return false;
2193 }
2194
2195 const std::map<bodypart_id, int> &issues = bionic_installation_issues( bioid );
2196 // show all requirements which are not satisfied
2197 if( !issues.empty() ) {
2198 std::string detailed_info;
2199 for( auto &elem : issues ) {
2200 //~ <Body part name>: <number of slots> more slot(s) needed.
2201 detailed_info += string_format( _( "\n%s: %i more slot(s) needed." ),
2202 body_part_name_as_heading( elem.first->token, 1 ),
2203 elem.second );
2204 }
2205 popup( _( "Not enough space for bionic installation!%s" ), detailed_info );
2206 return false;
2207 }
2208
2209 if( chance_of_success >= 100 ) {
2210 if( !g->u.query_yn(
2211 _( "Are you sure you wish to install the selected bionic?" ),
2212 100 - chance_of_success ) ) {
2213 return false;
2214 }
2215 } else {
2216 if( autodoc ) {
2217 if( !g->u.query_yn(
2218 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! Continue anyway?" ),
2219 ( 100 - chance_of_success ) ) ) {
2220 return false;
2221 }
2222 } else {
2223 if( !g->u.query_yn(
2224 _( "WARNING: There is a %i percent chance of complications, such as damage or faulty installation! The following skills affect self-installation: First Aid, Electronics, and Mechanics.\n\nContinue anyway?" ),
2225 ( 100 - chance_of_success ) ) ) {
2226 return false;
2227 }
2228 }
2229 }
2230
2231 return true;
2232}
int bionic_manip_cos(float adjusted_skill, int bionic_difficulty)
Definition: bionics.cpp:1883
static const skill_id skill_mechanics("mechanics")
static const skill_id skill_computer("computer")
static const skill_id skill_firstaid("firstaid")
static const skill_id skill_electronics("electronics")
std::string body_part_name_as_heading(body_part bp, int number)
Returns the name of the body parts in a context where the name is used as a heading or title e....
Definition: bodypart.cpp:341
std::map< bodypart_id, int > bionic_installation_issues(const bionic_id &bioid) const
Definition: bionics.cpp:2501
float bionics_adjusted_skill(const skill_id &most_important_skill, const skill_id &important_skill, const skill_id &least_important_skill, int skill_level=-1)
Calculate skill for (un)installing bionics.
Definition: bionics.cpp:1840
void autodoc(player &p, const tripoint &examp)
Definition: iexamine.cpp:4705
int popup(const std::string &text, PopupFlags flags)
Definition: output.cpp:764
std::string enumerate_as_string(const _Container &values, enumeration_conjunction conj=enumeration_conjunction::and_)
Definition: output.h:679
std::vector< trait_id > canceled_mutations
Mutations/trait that are removed upon installing this CBM.
Definition: bionics.h:104
std::string name() const

References _, iexamine::autodoc(), bionic_installation_issues(), bionic_manip_cos(), bionics_adjusted_skill(), body_part_name_as_heading(), bionic_data::canceled_mutations, debugmsg, enumerate_as_string(), g, has_trait(), is_mounted(), mutation_branch::name(), popup(), query_yn(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_format(), and type.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ can_install_cbm_on_bp()

bool Character::can_install_cbm_on_bp ( const std::vector< bodypart_id > &  bps) const

Definition at line 456 of file mutation.cpp.

457{
458 bool can_install = true;
459 for( const trait_id &mut : get_mutations() ) {
460 for( const bodypart_id &bp : bps ) {
461 if( mut.obj().no_cbm_on_bp.count( bp.id() ) ) {
462 can_install = false;
463 break;
464 }
465 }
466 }
467 return can_install;
468}

References get_mutations().

Referenced by bionic_install_preset::get_denial().

◆ can_miss_recovery()

bool Character::can_miss_recovery ( const item weap) const

Returns true if the player is able to use a miss recovery technique.

Definition at line 948 of file martialarts.cpp.

949{
950 if( !martial_arts_data->has_miss_recovery_tec( weap ) ) {
951 return false;
952 }
953
954 ma_technique tec = martial_arts_data->get_miss_recovery_tec( weap );
955
956 return tec.is_valid_character( *this );
957}
bool is_valid_character(const Character &u) const

References ma_technique::is_valid_character(), and martial_arts_data.

Referenced by melee_attack().

◆ can_mount()

bool Character::can_mount ( const monster critter) const

Definition at line 508 of file monexamine.cpp.

509{
510 const auto &avoid = get_path_avoid();
511 auto route = g->m.route( pos(), critter.pos(), get_pathfinding_settings(), avoid );
512
513 if( route.empty() ) {
514 return false;
515 }
516 return ( critter.has_flag( MF_PET_MOUNTABLE ) && critter.friendly == -1 &&
517 !critter.has_effect( effect_ai_waiting ) && !critter.has_effect( effect_ridden ) ) &&
518 ( ( critter.has_effect( effect_saddled ) && get_skill_level( skill_survival ) >= 1 ) ||
519 get_skill_level( skill_survival ) >= 4 ) && ( critter.get_size() >= ( get_size() + 1 ) &&
520 get_weight() <= critter.get_weight() * critter.get_mountable_weight_ratio() );
521}
units::mass get_weight() const override
Returns body weight plus weight of inventory and worn/wielded items.
Definition: character.cpp:3635
std::set< tripoint > get_path_avoid() const override
Returns a set of points we do not want to path through.
Definition: character.cpp:9919
m_size get_size() const override
Get size class of character.
Definition: character.cpp:534
const pathfinding_settings & get_pathfinding_settings() const override
Returns settings for pathfinding.
Definition: character.cpp:9933
bool has_flag(m_flag f) const override
Definition: monster.cpp:869
m_size get_size() const override
Definition: monster.cpp:2668
const tripoint & pos() const override
Definition: monster.cpp:255
units::mass get_weight() const override
Definition: monster.cpp:2673
float get_mountable_weight_ratio() const
Definition: monster.cpp:2904
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_ridden("ridden")
static const efftype_id effect_saddled("monster_saddled")
static const skill_id skill_survival("survival")
@ MF_PET_MOUNTABLE
Definition: mtype.h:164

References effect_ai_waiting, effect_ridden, effect_saddled, monster::friendly, g, monster::get_mountable_weight_ratio(), get_path_avoid(), get_pathfinding_settings(), get_size(), monster::get_size(), get_skill_level(), get_weight(), monster::get_weight(), Creature::has_effect(), monster::has_flag(), MF_PET_MOUNTABLE, pos(), monster::pos(), and skill_survival.

Referenced by talk_function::find_mount(), and activity_handlers::find_mount_do_turn().

◆ can_pick_volume() [1/2]

bool Character::can_pick_volume ( const item it) const

Definition at line 2868 of file character.cpp.

2869{
2870 inventory projected = inv;
2871 projected.add_item( it, true );
2872 return projected.volume() <= volume_capacity();
2873}
item & add_item(item newit, bool keep_invlet=false, bool assign_invlet=true, bool should_stack=true)
Definition: inventory.cpp:285
units::volume volume() const
Definition: inventory.cpp:1050

References inventory::add_item(), inv, inventory::volume(), and volume_capacity().

Referenced by player::add_or_drop_with_msg(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), handle_problematic_pickup(), i_add_or_drop(), npc::mug_player(), pick_one_up(), conditional_t< T >::set_can_stow_weapon(), set_item_inventory(), and starting_inv().

◆ can_pick_volume() [2/2]

bool Character::can_pick_volume ( units::volume  volume) const

Definition at line 2875 of file character.cpp.

2876{
2877 // Might not be 100% true because some items restack to a very tiny bit less
2878 // but close enough not to matter
2879 return inv.volume() + volume <= volume_capacity();
2880}

References inv, inventory::volume(), and volume_capacity().

◆ can_pick_weight() [1/2]

bool Character::can_pick_weight ( const item it,
bool  safe = true 
) const

Definition at line 2882 of file character.cpp.

2883{
2884 return can_pick_weight( it.weight(), safe );
2885}
bool can_pick_weight(const item &it, bool safe=true) const
Definition: character.cpp:2882
units::mass weight(bool include_contents=true, bool integral=false) const
Definition: item.cpp:4844
void safe(player &p, const tripoint &examp)
Attempt to crack safe through audio-feedback manual lock manipulation.
Definition: iexamine.cpp:1396

References can_pick_weight(), iexamine::safe(), and item::weight().

Referenced by player::add_or_drop_with_msg(), can_pick_weight(), pickup_inventory_preset::get_denial(), give_item_to(), handle_harvest(), i_add_or_drop(), npc::mug_player(), pick_one_up(), and set_item_inventory().

◆ can_pick_weight() [2/2]

bool Character::can_pick_weight ( units::mass  weight,
bool  safe = true 
) const

Definition at line 2887 of file character.cpp.

2888{
2889 if( !safe ) {
2890 // Character can carry up to four times their maximum weight
2891 return ( weight_carried() + weight <= ( has_trait( trait_DEBUG_STORAGE ) ?
2892 units::mass_max : weight_capacity() * 4 ) );
2893 } else {
2894 return ( weight_carried() + weight <= weight_capacity() );
2895 }
2896}
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
constexpr mass mass_max
Definition: units_mass.h:27

References has_trait(), units::mass_max, iexamine::safe(), trait_DEBUG_STORAGE, weight_capacity(), and weight_carried().

◆ can_run()

bool Character::can_run ( )

source of truth of whether a Character can run

Definition at line 1322 of file character.cpp.

1323{
1324 return ( get_stamina() > get_stamina_max() * 0.1f ) && get_working_leg_count() >= 2;
1325}
int get_working_leg_count() const
Returns the number of functioning legs.
Definition: character.cpp:1298

References get_stamina(), get_stamina_max(), and get_working_leg_count().

Referenced by game::on_move_effects(), and avatar::set_movement_mode().

◆ can_swap()

ret_val< bool > Character::can_swap ( const item it) const

Check player capable of swapping the side of a worn item.

Parameters
itThing to be swapped

Definition at line 3145 of file character.cpp.

3146{
3147 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3148 int max_layer = 2;
3149 std::vector< std::pair< body_part, int > > mod_parts;
3150 body_part bp = num_bp;
3151 bodypart_str_id bpid;
3152 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3153 bp = static_cast< body_part >( i );
3154 bpid = convert_bp( bp );
3155 if( it.get_covered_body_parts().test( bp ) && bpid->part_side != side::BOTH ) {
3156 mod_parts.emplace_back( bp, 0 );
3157 }
3158 }
3159 for( auto &elem : worn ) {
3160 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3161 bpid = convert_bp( mod_part.first );
3162 if( elem.get_covered_body_parts().test( bpid->opposite_part->token ) &&
3163 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3164 mod_part.second++;
3165 }
3166 }
3167 }
3168 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3169 bpid = convert_bp( mod_part.first );
3170 if( mod_part.second >= max_layer ) {
3171 return ret_val<bool>::make_failure( _( "There is no space on the opposite side!" ) );
3172 }
3173 }
3174 }
3175
3177}
const bodypart_str_id & convert_bp(body_part bp)
Returns the new id for old token.
Definition: bodypart.cpp:185
static const std::string flag_POWERARMOR_MOD("POWERARMOR_MOD")
side part_side
Definition: bodypart.h:124
body_part token
Definition: bodypart.h:106
bodypart_str_id opposite_part
Definition: bodypart.h:122

References _, BOTH, convert_bp(), flag_POWERARMOR_MOD(), item::get_covered_body_parts(), item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), num_bp, body_part_type::opposite_part, body_part_type::part_side, body_part_set::test(), body_part_type::token, and worn.

Referenced by change_side().

◆ can_uninstall_bionic()

bool Character::can_uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Is The uninstallation possible.

Definition at line 1904 of file bionics.cpp.

1906{
1907 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1908 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1909 if( b_id->itype().is_valid() ) {
1910 const itype *type = &*b_id->itype();
1911 if( type->bionic ) {
1912 difficulty = type->bionic->difficulty;
1913 }
1914 }
1915
1916 if( !has_bionic( b_id ) ) {
1917 popup( _( "%s don't have this bionic installed." ), disp_name() );
1918 return false;
1919 }
1920
1921 if( b_id == bio_blaster ) {
1922 popup( _( "Removing %s Fusion Blaster Arm would leave %s with a useless stump." ),
1923 disp_name( true ), disp_name() );
1924 return false;
1925 }
1926
1927 if( ( b_id == bio_reactor ) || ( b_id == bio_advreactor ) ) {
1928 if( !g->u.query_yn(
1929 _( "WARNING: Removing a reactor may leave radioactive material! Remove anyway?" ) ) ) {
1930 return false;
1931 }
1932 }
1933
1934 for( const bionic_id &bid : get_bionics() ) {
1935 if( bid->is_included( b_id ) ) {
1936 popup( _( "%s must remove the %s bionic to remove the %s." ), installer.disp_name(),
1937 bid->name, b_id->name );
1938 return false;
1939 }
1940 }
1941
1942 if( b_id == bio_eye_optic ) {
1943 popup( _( "The Telescopic Lenses are part of %s eyes now. Removing them would leave %s blind." ),
1944 disp_name( true ), disp_name() );
1945 return false;
1946 }
1947
1948 // removal of bionics adds +2 difficulty over installation
1949 float adjusted_skill;
1950 if( autodoc ) {
1951 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1954 skill_level );
1955 } else {
1956 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
1959 skill_level );
1960 }
1961 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
1962
1963 if( chance_of_success >= 100 ) {
1964 if( !g->u.query_yn(
1965 _( "Are you sure you wish to uninstall the selected bionic?" ),
1966 100 - chance_of_success ) ) {
1967 return false;
1968 }
1969 } else {
1970 if( !g->u.query_yn(
1971 _( "WARNING: %i percent chance of SEVERE damage to all body parts! Continue anyway?" ),
1972 ( 100 - static_cast<int>( chance_of_success ) ) ) ) {
1973 return false;
1974 }
1975 }
1976
1977 return true;
1978}
static const bionic_id bio_blaster("bio_blaster")
static const bionic_id bio_reactor("bio_reactor")
constexpr int BIONIC_NOITEM_DIFFICULTY
Definition: bionics.cpp:210
static const bionic_id bio_eye_optic("bio_eye_optic")
static const bionic_id bio_advreactor("bio_advreactor")
bool is_valid() const
Returns whether this id is valid, that means whether it refers to an existing object.
Definition: achievement.cpp:65
itype_id itype() const
Definition: bionics.cpp:248
Definition: itype.h:829

References _, iexamine::autodoc(), bio_advreactor, bio_blaster, bio_eye_optic, bio_reactor, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), disp_name(), g, get_bionics(), has_bionic(), string_id< T >::is_valid(), bionic_data::itype(), bionic_data::name, popup(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, and type.

Referenced by iexamine::autodoc().

◆ can_unwield()

ret_val< bool > Character::can_unwield ( const item it) const

Check player capable of unwielding an item.

Parameters
itThing to be unwielded

Definition at line 3136 of file character.cpp.

3137{
3138 if( it.has_flag( "NO_UNWIELD" ) ) {
3139 return ret_val<bool>::make_failure( _( "You cannot unwield your %s." ), it.tname() );
3140 }
3141
3143}

References _, item::has_flag(), ret_val< T >::make_failure(), ret_val< T >::make_success(), and item::tname().

Referenced by apply_damage(), drop(), inv_dump(), game_menus::inv::multidrop(), player::unwield(), and game::wield().

◆ can_use()

bool Character::can_use ( const item it,
const item context = item() 
) const

Checks if character stats and skills meet minimum requirements for the item.

Prints an appropriate message if requirements not met.

Parameters
itItem we are checking
contextoptionally override effective item when checking contextual skills

Definition at line 2898 of file character.cpp.

2899{
2900 const auto &ctx = !context.is_null() ? context : it;
2901
2902 if( !meets_requirements( it, ctx ) ) {
2903 const std::string unmet( enumerate_unmet_requirements( it, ctx ) );
2904
2905 if( &it == &ctx ) {
2906 //~ %1$s - list of unmet requirements, %2$s - item name.
2907 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s." ),
2908 _( "<npcname> needs at least %1$s to use this %2$s." ),
2909 unmet, it.tname() );
2910 } else {
2911 //~ %1$s - list of unmet requirements, %2$s - item name, %3$s - indirect item name.
2912 add_msg_player_or_npc( m_bad, _( "You need at least %1$s to use this %2$s with your %3$s." ),
2913 _( "<npcname> needs at least %1$s to use this %2$s with their %3$s." ),
2914 unmet, it.tname(), ctx.tname() );
2915 }
2916
2917 return false;
2918 }
2919
2920 return true;
2921}
std::string enumerate_unmet_requirements(const item &it, const item &context=item()) const
Returns a string of missed requirements (both stats and skills)
Definition: character.cpp:3347
bool meets_requirements(const item &it, const item &context=item()) const
Checks whether the character meets overall requirements to be able to use the item.
Definition: character.cpp:3435

References _, Creature::add_msg_player_or_npc(), enumerate_unmet_requirements(), item::is_null(), m_bad, meets_requirements(), and item::tname().

Referenced by can_use_heal_item(), player::gunmod_add(), ranged::gunmode_checks_common(), and player::toolmod_add().

◆ can_use_floor_warmth()

bool Character::can_use_floor_warmth ( ) const

Can the player lie down and cover self with blankets etc.

Definition at line 9415 of file character.cpp.

9416{
9417 return in_sleep_state() ||
9418 has_activity( activity_id( "ACT_WAIT" ) ) ||
9419 has_activity( activity_id( "ACT_WAIT_NPC" ) ) ||
9420 has_activity( activity_id( "ACT_WAIT_STAMINA" ) ) ||
9421 has_activity( activity_id( "ACT_AUTODRIVE" ) ) ||
9422 has_activity( activity_id( "ACT_READ" ) ) ||
9423 has_activity( activity_id( "ACT_SOCIALIZE" ) ) ||
9424 has_activity( activity_id( "ACT_MEDITATE" ) ) ||
9425 has_activity( activity_id( "ACT_FISH" ) ) ||
9426 has_activity( activity_id( "ACT_GAME" ) ) ||
9427 has_activity( activity_id( "ACT_HAND_CRANK" ) ) ||
9428 has_activity( activity_id( "ACT_HEATING" ) ) ||
9429 has_activity( activity_id( "ACT_VIBE" ) ) ||
9430 has_activity( activity_id( "ACT_TRY_SLEEP" ) ) ||
9431 has_activity( activity_id( "ACT_OPERATION" ) ) ||
9432 has_activity( activity_id( "ACT_TREE_COMMUNION" ) ) ||
9433 has_activity( activity_id( "ACT_EAT_MENU" ) ) ||
9434 has_activity( activity_id( "ACT_CONSUME_FOOD_MENU" ) ) ||
9435 has_activity( activity_id( "ACT_CONSUME_DRINK_MENU" ) ) ||
9436 has_activity( activity_id( "ACT_CONSUME_MEDS_MENU" ) ) ||
9437 has_activity( activity_id( "ACT_STUDY_SPELL" ) );
9438}
string_id< activity_type > activity_id
Definition: activity_type.h:15

References has_activity(), and in_sleep_state().

Referenced by update_bodytemp().

◆ can_use_heal_item()

bool Character::can_use_heal_item ( const item med) const

Check for mutation disallowing the use of an healing item.

Definition at line 424 of file mutation.cpp.

425{
426 const itype_id heal_id = med.typeId();
427
428 bool can_use = false;
429 bool got_restriction = false;
430
431 for( const trait_id &mut : get_mutations() ) {
432 if( !mut.obj().can_only_heal_with.empty() ) {
433 got_restriction = true;
434 }
435 if( mut.obj().can_only_heal_with.count( heal_id ) ) {
436 can_use = true;
437 break;
438 }
439 }
440 if( !got_restriction ) {
441 can_use = !med.has_flag( "CANT_HEAL_EVERYONE" );
442 }
443
444 if( !can_use ) {
445 for( const trait_id &mut : get_mutations() ) {
446 if( mut.obj().can_heal_with.count( heal_id ) ) {
447 can_use = true;
448 break;
449 }
450 }
451 }
452
453 return can_use;
454}
bool can_use(const item &it, const item &context=item()) const
Checks if character stats and skills meet minimum requirements for the item.
Definition: character.cpp:2898

References can_use(), get_mutations(), item::has_flag(), and item::typeId().

Referenced by activatable_inventory_preset::get_denial(), and heal_actor::use_healing_item().

◆ can_wear()

ret_val< bool > Character::can_wear ( const item it,
bool  with_equip_change = false 
) const

Check character capable of wearing an item.

Parameters
itThing to be worn
with_equip_changeIf true returns if it could be worn if things were taken off

Definition at line 2923 of file character.cpp.

2924{
2925 if( !it.is_armor() ) {
2926 return ret_val<bool>::make_failure( _( "Putting on a %s would be tricky." ), it.tname() );
2927 }
2928
2929 if( has_trait( trait_WOOLALLERGY ) && ( it.made_of( material_id( "wool" ) ) ||
2930 it.has_own_flag( "wooled" ) ) ) {
2931 return ret_val<bool>::make_failure( _( "Can't wear that, it's made of wool!" ) );
2932 }
2933
2934 if( it.is_filthy() && has_trait( trait_SQUEAMISH ) ) {
2935 return ret_val<bool>::make_failure( _( "Can't wear that, it's filthy!" ) );
2936 }
2937
2938 if( !it.has_flag( flag_OVERSIZE ) && !it.has_flag( flag_SEMITANGIBLE ) ) {
2939 for( const trait_id &mut : get_mutations() ) {
2940 const auto &branch = mut.obj();
2941 if( branch.conflicts_with_item( it ) ) {
2943 _( "Your %s mutation prevents you from wearing your %s." ) :
2944 _( "My %s mutation prevents me from wearing this %s." ), branch.name(),
2945 it.type_name() );
2946 }
2947 }
2948 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
2949 !it.made_of( material_id( "wool" ) ) && !it.made_of( material_id( "cotton" ) ) &&
2950 !it.made_of( material_id( "nomex" ) ) && !it.made_of( material_id( "leather" ) ) &&
2952 has_trait( trait_ANTLERS ) ) ) {
2953 return ret_val<bool>::make_failure( _( "Cannot wear a helmet over %s." ),
2954 ( has_trait( trait_HORNS_POINTED ) ? _( "horns" ) :
2955 ( has_trait( trait_ANTENNAE ) ? _( "antennae" ) : _( "antlers" ) ) ) );
2956 }
2957 }
2958
2959 if( it.has_flag( flag_SPLINT ) ) {
2960 bool need_splint = false;
2961 for( const bodypart_id &bp : get_all_body_parts() ) {
2962 if( !it.covers( bp->token ) ) {
2963 continue;
2964 }
2965 if( is_limb_broken( bp ) && !worn_with_flag( flag_SPLINT, bp ) ) {
2966 need_splint = true;
2967 break;
2968 }
2969 }
2970 if( !need_splint ) {
2972 _( "You don't have any broken limbs this could help." )
2973 : _( "%s doesn't have any broken limbs this could help." ), name );
2974 }
2975 }
2976
2977 if( it.has_flag( flag_RESTRICT_HANDS ) && !has_two_arms() ) {
2978 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have enough arms to wear that." )
2979 : string_format( _( "%s doesn't have enough arms to wear that." ), name ) ) );
2980 }
2981
2982 //Everything checked after here should be something that could be solved by changing equipment
2983 if( with_equip_change ) {
2985 }
2986
2987 if( it.is_power_armor() ) {
2988 for( auto &elem : worn ) {
2989 if( ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() &&
2990 !elem.has_flag( flag_POWERARMOR_COMPATIBLE ) && !elem.is_power_armor() ) {
2991 return ret_val<bool>::make_failure( _( "Can't wear power armor over other gear!" ) );
2992 } else if( elem.has_flag( flag_POWERARMOR_EXO ) && it.has_flag( flag_POWERARMOR_EXO ) ) {
2993 return ret_val<bool>::make_failure( _( "Can't wear multiple exoskeletons!" ) );
2994 }
2995 }
2998 _( "You can only wear power armor components with power armor!" ) );
2999 }
3001 for( auto &elem : worn ) {
3002 if( elem.has_flag( flag_POWERARMOR_EXO ) &&
3003 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3004 return ret_val<bool>::make_failure( _( "Can't wear externals over an exoskeleton!" ) );
3005 } else if( elem.has_flag( flag_POWERARMOR_EXTERNAL ) &&
3006 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) {
3007 return ret_val<bool>::make_failure( _( "Can't wear externals over one another!" ) );
3008 }
3009 }
3010 }
3011 if( it.has_flag( flag_POWERARMOR_MOD ) ) {
3012 int max_layer = 2;
3013 std::vector< std::pair< body_part, int > > mod_parts;
3014 std::vector< std::pair< body_part, bool > > attachments;
3015 body_part bp = num_bp;
3016 bodypart_str_id bpid;
3017 bool lhs = false;
3018 bool rhs = false;
3019 for( std::size_t i = 0; i < static_cast< body_part >( num_bp ); ++i ) {
3020 bp = static_cast< body_part >( i );
3021 if( it.get_covered_body_parts().test( bp ) ) {
3022 mod_parts.emplace_back( bp, 0 );
3023 attachments.emplace_back( bp, false );
3024 }
3025 }
3026 for( auto &elem : worn ) {
3027 // To check if there's an external/exoskeleton for the mod to attach to.
3028 for( std::pair< body_part, bool > &attachment : attachments ) {
3029 if( elem.get_covered_body_parts().test( attachment.first ) &&
3030 ( elem.has_flag( flag_POWERARMOR_EXO ) || elem.has_flag( flag_POWERARMOR_EXTERNAL ) ) ) {
3031 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3032 attachment.second = true;
3033 } else {
3034 attachment.second = true;
3035 }
3036 }
3037 }
3038 // To check how many mods are on a given part.
3039 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3040 bpid = convert_bp( mod_part.first );
3041 if( elem.get_covered_body_parts().test( mod_part.first ) &&
3042 elem.has_flag( flag_POWERARMOR_MOD ) ) {
3043 if( elem.is_sided() && elem.get_side() == bpid->part_side ) {
3044 mod_part.second++;
3045 } else {
3046 mod_part.second++;
3047 }
3048 }
3049 }
3050 }
3051 for( std::pair< body_part, bool > &attachment : attachments ) {
3052 if( !attachment.second ) {
3053 return ret_val<bool>::make_failure( _( "Nothing to attach the mod to!" ) );
3054 }
3055 }
3056 for( std::pair< body_part, int > &mod_part : mod_parts ) {
3057 bpid = convert_bp( mod_part.first );
3058 if( static_cast< body_part >( mod_part.first ) == bp_torso ) {
3059 max_layer = 3;
3060 }
3061 if( mod_part.second >= max_layer ) {
3062 if( !it.is_sided() || bpid->part_side == side::BOTH ) {
3063 return ret_val<bool>::make_failure( _( "Can't wear any more mods on that body part!" ) );
3064 } else {
3065 if( bpid->part_side == side::LEFT ) {
3066 lhs = true;
3067 } else {
3068 rhs = true;
3069 }
3070 if( lhs && rhs ) {
3071 return ret_val<bool>::make_failure( _( "No more space for that mod!" ) );
3072 }
3073 }
3074 }
3075 }
3076 }
3077 } else {
3078 // Only headgear can be worn with power armor, except other power armor components.
3079 // You can't wear headgear if power armor helmet is already sitting on your head.
3080 for( auto &elem : worn ) {
3082 ( elem.get_covered_body_parts() & it.get_covered_body_parts() ).any() ) ) {
3083 return ret_val<bool>::make_failure( _( "Can't wear %s with power armor!" ), it.tname() );
3084 }
3085 }
3086 }
3087
3088 // Check if we don't have both hands available before wearing a briefcase, shield, etc. Also occurs if we're already wearing one.
3090 weapon.is_two_handed( *this ) ) ) {
3091 return ret_val<bool>::make_failure( ( is_player() ? _( "You don't have a hand free to wear that." )
3092 : string_format( _( "%s doesn't have a hand free to wear that." ), name ) ) );
3093 }
3094
3095 for( auto &i : worn ) {
3096 if( i.has_flag( flag_ONLY_ONE ) && i.typeId() == it.typeId() ) {
3097 return ret_val<bool>::make_failure( _( "Can't wear more than one %s!" ), it.tname() );
3098 }
3099 }
3100
3101 if( amount_worn( it.typeId() ) >= MAX_WORN_PER_TYPE ) {
3102 return ret_val<bool>::make_failure( _( "Can't wear %i or more %s at once." ),
3103 MAX_WORN_PER_TYPE + 1, it.tname( MAX_WORN_PER_TYPE + 1 ) );
3104 }
3105
3106 if( ( ( it.covers( bp_foot_l ) && is_wearing_shoes( side::LEFT ) ) ||
3107 ( it.covers( bp_foot_r ) && is_wearing_shoes( side::RIGHT ) ) ) &&
3108 ( !it.has_flag( flag_OVERSIZE ) || !it.has_flag( flag_OUTER ) ) && !it.has_flag( flag_SKINTIGHT ) &&
3109 !it.has_flag( flag_BELTED ) && !it.has_flag( flag_PERSONAL ) && !it.has_flag( flag_AURA ) &&
3110 !it.has_flag( flag_SEMITANGIBLE ) ) {
3111 // Checks to see if the player is wearing shoes
3112 return ret_val<bool>::make_failure( ( is_player() ? _( "You're already wearing footwear!" )
3113 : string_format( _( "%s is already wearing footwear!" ), name ) ) );
3114 }
3115
3116 if( it.covers( bp_head ) &&
3118 !it.has_flag( flag_PERSONAL ) && !it.is_power_armor() &&
3120 is_wearing_helmet() ) {
3122 ( is_player() ? _( "You can't wear that with other headgear!" )
3123 : string_format( _( "%s can't wear that with other headgear!" ), name ) ) );
3124 }
3125
3126 if( it.covers( bp_head ) && !it.has_flag( flag_SEMITANGIBLE ) &&
3128 ( head_cloth_encumbrance() + it.get_encumber( *this ) > 40 ) ) {
3129 return ret_val<bool>::make_failure( ( is_player() ? _( "You can't wear that much on your head!" )
3130 : string_format( _( "%s can't wear that much on their head!" ), name ) ) );
3131 }
3132
3134}
static const std::string flag_BELTED("BELTED")
static const trait_id trait_ANTLERS("ANTLERS")
static const trait_id trait_WOOLALLERGY("WOOLALLERGY")
static const trait_id trait_HORNS_POINTED("HORNS_POINTED")
static const std::string flag_SKINTIGHT("SKINTIGHT")
static const std::string flag_POWERARMOR_COMPATIBLE("POWERARMOR_COMPATIBLE")
static const trait_id trait_ANTENNAE("ANTENNAE")
static const std::string flag_HELMET_COMPAT("HELMET_COMPAT")
static const std::string flag_POWERARMOR_EXO("POWERARMOR_EXO")
static const std::string flag_OUTER("OUTER")
static const std::string flag_OVERSIZE("OVERSIZE")
static const std::string flag_ONLY_ONE("ONLY_ONE")
static const std::string flag_POWERARMOR_EXTERNAL("POWERARMOR_EXTERNAL")
static const std::string flag_RESTRICT_HANDS("RESTRICT_HANDS")
static const trait_id trait_SQUEAMISH("SQUEAMISH")
bool is_wearing_power_armor(bool *hasHelmet=nullptr) const
Returns true if the character is wearing power armor.
Definition: character.cpp:3767
bool is_wearing_helmet() const
Returns true if the character is wearing something occupying the helmet slot.
Definition: character.cpp:8874
int amount_worn(const itype_id &id) const
Returns the amount of item ‘type’ that is currently worn.
Definition: character.cpp:2230
bool has_two_arms() const
Returns true if the player has two functioning arms.
Definition: character.cpp:1270
int head_cloth_encumbrance() const
Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.
Definition: character.cpp:8886
bool is_wearing_shoes(const side &which_side=side::BOTH) const
Returns true if the player is wearing something on their feet that is not SKINTIGHT.
Definition: character.cpp:8845
bool is_sided() const
Returns true if item is armor and can be worn on different sides of the body.
Definition: item.cpp:799
bool is_filthy() const
Marks the item as filthy, so characters with squeamish trait can't wear it.
Definition: item.cpp:9804
std::string type_name(unsigned int quantity=1) const
Name of the item type (not the item), with proper plural.
Definition: item.cpp:9674
bool is_power_armor() const
Whether this is a power armor item.
Definition: item.cpp:5632
bool is_armor() const
Definition: item.cpp:6550
int get_encumber(const Character &) const
Returns the encumbrance value that this item has when worn by given player.
Definition: item.cpp:5638
bool is_two_handed(const Character &guy) const
Whether the character needs both hands to wield this item.
Definition: item.cpp:6250
static constexpr int MAX_WORN_PER_TYPE

References _, amount_worn(), BOTH, bp_foot_l, bp_foot_r, bp_head, bp_torso, convert_bp(), item::covers(), flag_AURA(), flag_BELTED(), flag_HELMET_COMPAT(), flag_ONLY_ONE(), flag_OUTER(), flag_OVERSIZE(), flag_PERSONAL(), flag_POWERARMOR_COMPATIBLE(), flag_POWERARMOR_EXO(), flag_POWERARMOR_EXTERNAL(), flag_POWERARMOR_MOD(), flag_RESTRICT_HANDS(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), flag_SPLINT(), Creature::get_all_body_parts(), item::get_covered_body_parts(), item::get_encumber(), get_mutations(), item::has_flag(), item::has_own_flag(), has_trait(), has_two_arms(), head_cloth_encumbrance(), item::is_armor(), item::is_filthy(), is_limb_broken(), Creature::is_player(), item::is_power_armor(), item::is_sided(), item::is_two_handed(), is_wearing_helmet(), is_wearing_power_armor(), is_wearing_shoes(), LEFT, item::made_of(), ret_val< T >::make_failure(), ret_val< T >::make_success(), MAX_WORN_PER_TYPE, name, num_bp, body_part_type::part_side, RIGHT, string_format(), body_part_set::test(), item::tname(), trait_ANTENNAE, trait_ANTLERS, trait_HORNS_POINTED, trait_SQUEAMISH, trait_WOOLALLERGY, item::type_name(), item::typeId(), weapon, wearing_something_on(), worn, and worn_with_flag().

Referenced by behavior::character_oracle_t::can_wear_warmer_clothes(), dispose_item(), wear_inventory_preset::get_denial(), give_item_to(), handle_problematic_pickup(), player::rate_action_wear(), starting_clothes(), player::use(), npc::wear_if_wanted(), and wear_item().

◆ cancel_activity()

void Character::cancel_activity ( )

Definition at line 9208 of file character.cpp.

9209{
9210 activity.canceled( *this );
9211 if( has_activity( ACT_MOVE_ITEMS ) && is_hauling() ) {
9212 stop_hauling();
9213 }
9214 if( has_activity( ACT_TRY_SLEEP ) ) {
9215 remove_value( "sleep_query" );
9216 }
9217 // Clear any backlog items that aren't auto-resume.
9218 for( auto backlog_item = backlog.begin(); backlog_item != backlog.end(); ) {
9219 if( backlog_item->auto_resume ) {
9220 backlog_item++;
9221 } else {
9222 backlog_item = backlog.erase( backlog_item );
9223 }
9224 }
9225 // act wait stamina interrupts an ongoing activity.
9226 // and automatically puts auto_resume = true on it
9227 // we don't want that to persist if there is another interruption.
9228 // and player moves elsewhere.
9229 if( has_activity( ACT_WAIT_STAMINA ) && !backlog.empty() &&
9230 backlog.front().auto_resume ) {
9231 backlog.front().auto_resume = false;
9232 }
9233 if( activity && activity.is_suspendable() ) {
9234 backlog.push_front( activity );
9235 }
9236 sfx::end_activity_sounds(); // kill activity sounds when canceled
9238}
static const activity_id ACT_TRY_SLEEP("ACT_TRY_SLEEP")
static const activity_id ACT_MOVE_ITEMS("ACT_MOVE_ITEMS")
static const activity_id ACT_WAIT_STAMINA("ACT_WAIT_STAMINA")
bool is_hauling() const
Definition: character.cpp:9160
void stop_hauling()
Definition: character.cpp:9151
void canceled(Character &who)
Performs activity-specific cleanup when Character::cancel_activity() is called.
bool is_suspendable() const
If this returns true, the action can be continued without starting from scratch again (see player::ba...
void end_activity_sounds()
Definition: sounds.cpp:1596

References ACT_MOVE_ITEMS, ACT_TRY_SLEEP, ACT_WAIT_STAMINA, activity, backlog, player_activity::canceled(), sfx::end_activity_sounds(), has_activity(), is_hauling(), player_activity::is_suspendable(), Creature::remove_value(), and stop_hauling().

Referenced by activity_on_turn_move_loot(), activity_on_turn_wear(), activity_handlers::adv_inventory_do_turn(), activity_handlers::armor_layers_do_turn(), activity_handlers::build_do_turn(), player::can_continue_craft(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), activity_handlers::craft_do_turn(), autodrive_activity_actor::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), pickup_activity_actor::do_turn(), avatar_action::eat(), fall_asleep(), game::forced_door_closing(), item::handle_craft_failure(), mattack::pull_metal_weapon(), npc::reboot(), DefaultRemovePartHandler::removed(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), and stop_hauling().

◆ cancel_stashed_activity()

void Character::cancel_stashed_activity ( )

◆ change_side() [1/2]

bool Character::change_side ( item it,
bool  interactive = true 
)

Swap side on which item is worn; returns false on fail.

If interactive is false, don't alert player or drain moves

Definition at line 3679 of file character.cpp.

3680{
3681 const auto ret = can_swap( it );
3682 if( !ret.success() ) {
3683 if( interactive ) {
3684 add_msg_if_player( m_info, "%s", ret.c_str() );
3685 }
3686 return false;
3687 }
3688
3689 if( !it.swap_side() ) {
3690 if( interactive ) {
3692 _( "You cannot swap the side on which your %s is worn." ),
3693 _( "<npcname> cannot swap the side on which their %s is worn." ),
3694 it.tname() );
3695 }
3696 return false;
3697 }
3698
3699 if( interactive ) {
3700 add_msg_player_or_npc( m_info, _( "You swap the side on which your %s is worn." ),
3701 _( "<npcname> swaps the side on which their %s is worn." ),
3702 it.tname() );
3703 }
3704
3705 mod_moves( -250 );
3707
3708 return true;
3709}
ret_val< bool > can_swap(const item &it) const
Check player capable of swapping the side of a worn item.
Definition: character.cpp:3145
bool swap_side()
Swap the side on which the item is worn.
Definition: item.cpp:827

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), can_swap(), m_info, Creature::mod_moves(), reset_encumbrance(), cata::hash64_detail::ret, item::swap_side(), and item::tname().

Referenced by npc::adjust_worn(), change_side(), game::inventory_item_menu(), and player::sort_armor().

◆ change_side() [2/2]

bool Character::change_side ( item_location loc,
bool  interactive = true 
)

Definition at line 3711 of file character.cpp.

3712{
3713 if( !loc || !is_worn( *loc ) ) {
3714 if( interactive ) {
3716 _( "You are not wearing that item." ),
3717 _( "<npcname> isn't wearing that item." ) );
3718 }
3719 return false;
3720 }
3721
3722 return change_side( *loc, interactive );
3723}
bool is_worn(const item &thing) const
Definition: character.h:1142
bool change_side(item &it, bool interactive=true)
Swap side on which item is worn; returns false on fail.
Definition: character.cpp:3679

References _, Creature::add_msg_player_or_npc(), change_side(), is_worn(), and m_info.

◆ check_and_recover_morale()

bool Character::check_and_recover_morale ( )

Checks permanent morale for consistency and recovers it when an inconsistency is found.

Definition at line 9103 of file character.cpp.

9104{
9105 player_morale test_morale;
9106
9107 for( const item &wit : worn ) {
9108 test_morale.on_item_wear( wit );
9109 }
9110
9111 for( const trait_id &mut : get_mutations() ) {
9112 test_morale.on_mutation_gain( mut );
9113 }
9114
9115 for( const auto &elem : *effects ) {
9116 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
9117 const effect &e = _effect_it.second;
9118 if( !e.is_removed() ) {
9119 test_morale.on_effect_int_change( e.get_id(), e.get_intensity(), e.get_bp() );
9120 }
9121 }
9122 }
9123
9124 test_morale.on_stat_change( "kcal", get_stored_kcal() );
9125 test_morale.on_stat_change( "thirst", get_thirst() );
9126 test_morale.on_stat_change( "fatigue", get_fatigue() );
9127 test_morale.on_stat_change( "pain", get_pain() );
9128 test_morale.on_stat_change( "pkill", get_painkiller() );
9129 test_morale.on_stat_change( "perceived_pain", get_perceived_pain() );
9130
9132
9133 if( !morale->consistent_with( test_morale ) ) {
9134 *morale = player_morale( test_morale ); // Recover consistency
9135 add_msg( m_debug, "%s morale was recovered.", disp_name( true ) );
9136 return false;
9137 }
9138
9139 return true;
9140}
int get_fatigue() const
Definition: character.cpp:4439
int get_thirst() const
Definition: character.cpp:4311
void apply_persistent_morale()
Ensures persistent morale effects are up-to-date.
Definition: character.cpp:8982
pimpl< effects_map > effects
Definition: creature.h:808
const efftype_id & get_id() const
Returns the effect's matching effect_type id.
Definition: effect.h:305
int get_intensity() const
Returns the intensity of an effect.
Definition: effect.cpp:849
const bodypart_str_id & get_bp() const
Returns the targeted body_part of the effect.
Definition: effect.cpp:835
bool is_removed() const
Returns if the effect is disabled and set up for removal.
Definition: effect.h:246
void on_item_wear(const item &it)
Definition: morale.cpp:935
void on_stat_change(const std::string &stat, int value)
Definition: morale.cpp:927
void on_effect_int_change(const efftype_id &eid, int intensity, const bodypart_str_id &bp=bodypart_str_id::NULL_ID())
Definition: morale.cpp:974
void on_mutation_gain(const trait_id &mid)
Definition: morale.cpp:917

References add_msg(), apply_persistent_morale(), disp_name(), Creature::effects, effect::get_bp(), get_fatigue(), effect::get_id(), effect::get_intensity(), get_mutations(), Creature::get_pain(), get_painkiller(), Creature::get_perceived_pain(), get_stored_kcal(), get_thirst(), effect::is_removed(), m_debug, morale, player_morale::on_effect_int_change(), player_morale::on_item_wear(), player_morale::on_mutation_gain(), player_morale::on_stat_change(), and worn.

Referenced by game::do_turn().

◆ check_item_encumbrance_flag()

void Character::check_item_encumbrance_flag ( )

Checks worn items for the "RESET_ENCUMBRANCE" flag, which indicates that encumbrance may have changed and require recalculating.

Definition at line 1830 of file character.cpp.

1831{
1832 bool update_required = check_encumbrance;
1833 for( auto &i : worn ) {
1834 if( !update_required && i.encumbrance_update_ ) {
1835 update_required = true;
1836 }
1837 i.encumbrance_update_ = false;
1838 }
1839
1840 if( update_required ) {
1842 }
1843}
bool check_encumbrance
Definition: character.h:2243

References check_encumbrance, reset_encumbrance(), and worn.

◆ check_mount_is_spooked()

bool Character::check_mount_is_spooked ( )

Definition at line 1092 of file character.cpp.

1093{
1094 if( !is_mounted() ) {
1095 return false;
1096 }
1097 // chance to spook per monster nearby:
1098 // base 1% per turn.
1099 // + 1% per square closer than 15 distanace. (1% - 15%)
1100 // * 2 if hostile monster is bigger than or same size as mounted creature.
1101 // -0.25% per point of dexterity (low -1%, average -2%, high -3%, extreme -3.5%)
1102 // -0.1% per point of strength ( low -0.4%, average -0.8%, high -1.2%, extreme -1.4% )
1103 // / 2 if horse has full tack and saddle.
1104 // Monster in spear reach monster and average stat (8) player on saddled horse, 14% -2% -0.8% / 2 = ~5%
1105 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1106 const m_size mount_size = mounted_creature->get_size();
1107 const bool saddled = mounted_creature->has_effect( effect_saddled );
1108 for( const monster &critter : g->all_monsters() ) {
1109 double chance = 1.0;
1110 Attitude att = critter.attitude_to( *this );
1111 // actually too close now - horse might spook.
1112 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 10 ) {
1113 chance += 10 - rl_dist( pos(), critter.pos() );
1114 if( critter.get_size() >= mount_size ) {
1115 chance *= 2;
1116 }
1117 chance -= 0.25 * get_dex();
1118 chance -= 0.1 * get_str();
1119 if( saddled ) {
1120 chance /= 2;
1121 }
1122 chance = std::max( 1.0, chance );
1123 if( x_in_y( chance, 100.0 ) ) {
1125 return true;
1126 }
1127 }
1128 }
1129 }
1130 return false;
1131}
bool x_in_y(const time_duration &a, const time_duration &b)
Definition: calendar.cpp:521
static const efftype_id effect_saddled("monster_saddled")
void forced_dismount()
Definition: character.cpp:1138
Attitude
Simplified attitude towards any creature: hostile - hate, want to kill, etc.
Definition: creature.h:168
m_size
Definition: creature.h:57

References Creature::A_HOSTILE, effect_saddled, forced_dismount(), g, get_dex(), get_str(), HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), sees(), and x_in_y().

Referenced by game::do_turn().

◆ check_mount_will_move()

bool Character::check_mount_will_move ( const tripoint dest_loc)

Definition at line 1074 of file character.cpp.

1075{
1076 if( !is_mounted() ) {
1077 return true;
1078 }
1079 if( mounted_creature && mounted_creature->type->has_fear_trigger( mon_trigger::HOSTILE_CLOSE ) ) {
1080 for( const monster &critter : g->all_monsters() ) {
1081 Attitude att = critter.attitude_to( *this );
1082 if( att == A_HOSTILE && sees( critter ) && rl_dist( pos(), critter.pos() ) <= 15 &&
1083 rl_dist( dest_loc, critter.pos() ) < rl_dist( pos(), critter.pos() ) ) {
1084 add_msg_if_player( _( "You fail to budge your %s!" ), mounted_creature->get_name() );
1085 return false;
1086 }
1087 }
1088 }
1089 return true;
1090}

References _, Creature::A_HOSTILE, Creature::add_msg_if_player(), g, HOSTILE_CLOSE, is_mounted(), mounted_creature, pos(), rl_dist(), and sees().

Referenced by avatar_action::move().

◆ check_needs_extremes()

void Character::check_needs_extremes ( )

Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.

Intelligence slightly decreases occurrence of short naps when dead tired Intelligence slightly decreases occurrence of short naps when exhausted Perception slightly decreases occurrence of short naps when sleep deprived Perception slightly increases resilience against passing out from sleep deprivation

Definition at line 4947 of file character.cpp.

4948{
4949 // Check if we've overdosed... in any deadly way.
4950 if( get_stim() > 250 ) {
4951 add_msg_if_player( m_bad, _( "You have a sudden heart attack!" ) );
4952 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4953 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4954 } else if( get_stim() < -200 || get_painkiller() > 240 ) {
4955 add_msg_if_player( m_bad, _( "Your breathing stops completely." ) );
4956 g->events().send<event_type::dies_from_drug_overdose>( getID(), efftype_id() );
4957 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4958 } else if( has_effect( effect_jetinjector ) && get_effect_dur( effect_jetinjector ) > 40_minutes ) {
4959 if( !( has_trait( trait_NOPAIN ) ) ) {
4960 add_msg_if_player( m_bad, _( "Your heart spasms painfully and stops." ) );
4961 } else {
4962 add_msg_if_player( _( "Your heart spasms and stops." ) );
4963 }
4965 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4966 } else if( get_effect_dur( effect_adrenaline ) > 50_minutes ) {
4967 add_msg_if_player( m_bad, _( "Your heart spasms and stops." ) );
4969 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4970 } else if( get_effect_int( effect_drunk ) > 4 ) {
4971 add_msg_if_player( m_bad, _( "Your breathing slows down to a stop." ) );
4973 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4974 }
4975
4976 // check if we've starved
4977 if( is_player() ) {
4978 if( get_stored_kcal() <= 0 ) {
4979 add_msg_if_player( m_bad, _( "You have starved to death." ) );
4980 g->events().send<event_type::dies_of_starvation>( getID() );
4981 set_part_hp_cur( bodypart_id( "torso" ), 0 );
4982 } else if( calendar::once_every( 6_hours ) ) {
4983 std::string category;
4984 if( get_kcal_percent() < 0.1f ) {
4985 category = "empty_starving";
4986 } else if( get_kcal_percent() < 0.25f ) {
4987 category = "empty_emaciated";
4988 } else if( get_kcal_percent() < 0.5f ) {
4989 category = "empty_malnutrition";
4990 } else if( get_kcal_percent() < 0.7f ) {
4991 category = "empty_low_cal";
4992 }
4993 if( !category.empty() ) {
4994 const translation message = SNIPPET.random_from_category( category ).value_or( translation() );
4996 }
4997
4998 }
4999 }
5000
5001 // Check if we're dying of thirst
5003 if( get_thirst() >= thirst_levels::dead ) {
5004 add_msg_if_player( m_bad, _( "You have died of dehydration." ) );
5005 g->events().send<event_type::dies_of_thirst>( getID() );
5006 set_part_hp_cur( bodypart_id( "torso" ), 0 );
5007 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.333f ) &&
5008 calendar::once_every( 30_minutes ) ) {
5009 add_msg_if_player( m_warning, _( "Even your eyes feel dry…" ) );
5010 } else if( get_thirst() >= lerp( +thirst_levels::parched, +thirst_levels::dead, 0.666f ) &&
5011 calendar::once_every( 30_minutes ) ) {
5012 add_msg_if_player( m_warning, _( "You are THIRSTY!" ) );
5013 } else if( calendar::once_every( 30_minutes ) ) {
5014 add_msg_if_player( m_warning, _( "Your mouth feels so dry…" ) );
5015 }
5016 }
5017
5018 // Check if we're falling asleep, unless we're sleeping
5021 add_msg_if_player( m_bad, _( "Survivor sleep now." ) );
5023 mod_fatigue( -10 );
5024 fall_asleep();
5025 } else if( get_fatigue() >= 800 && calendar::once_every( 30_minutes ) ) {
5026 add_msg_if_player( m_warning, _( "Anywhere would be a good place to sleep…" ) );
5027 } else if( calendar::once_every( 30_minutes ) ) {
5028 add_msg_if_player( m_warning, _( "You feel like you haven't slept in days." ) );
5029 }
5030 }
5031
5032 // Even if we're not Exhausted, we really should be feeling lack/sleep earlier
5033 // Penalties start at Dead Tired and go from there
5035 if( get_fatigue() >= 700 ) {
5036 if( calendar::once_every( 30_minutes ) ) {
5037 add_msg_if_player( m_warning, _( "You're too physically tired to stop yawning." ) );
5038 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5039 }
5040 /** @EFFECT_INT slightly decreases occurrence of short naps when dead tired */
5041 if( one_in( 50 + int_cur ) ) {
5042 fall_asleep( 30_seconds );
5043 }
5044 } else if( get_fatigue() >= fatigue_levels::exhausted ) {
5045 if( calendar::once_every( 30_minutes ) ) {
5046 add_msg_if_player( m_warning, _( "How much longer until bedtime?" ) );
5047 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5048 }
5049 /** @EFFECT_INT slightly decreases occurrence of short naps when exhausted */
5050 if( one_in( 100 + int_cur ) ) {
5051 fall_asleep( 30_seconds );
5052 }
5053 } else if( get_fatigue() >= fatigue_levels::dead_tired && calendar::once_every( 30_minutes ) ) {
5054 add_msg_if_player( m_warning, _( "*yawn* You should really get some sleep." ) );
5055 add_effect( effect_lack_sleep, 30_minutes + 1_turns );
5056 }
5057 }
5058
5059 // Sleep deprivation kicks in if lack of sleep is avoided with stimulants or otherwise for long periods of time
5061 float sleep_deprivation_pct = sleep_deprivation / static_cast<float>
5063
5065 calendar::once_every( 60_minutes ) &&
5069 _( "Your mind feels tired. It's been a while since you've slept well." ) );
5070 mod_fatigue( 1 );
5073 _( "Your mind feels foggy from lack of good sleep, and your eyes keep trying to close against your will." ) );
5074 mod_fatigue( 5 );
5075
5076 if( one_in( 10 ) ) {
5077 mod_healthy_mod( -1, 0 );
5078 }
5081 _( "Your mind feels weary, and you dread every wakeful minute that passes. You crave sleep, and feel like you're about to collapse." ) );
5082 mod_fatigue( 10 );
5083
5084 if( one_in( 5 ) ) {
5085 mod_healthy_mod( -2, -20 );
5086 }
5089 _( "You haven't slept decently for so long that your whole body is screaming for mercy. It's a miracle that you're still awake, but it just feels like a curse now." ) );
5090 mod_fatigue( 40 );
5091
5092 mod_healthy_mod( -5, -50 );
5093 }
5094 // else you pass out for 20 hours, guaranteed
5095
5096 // Microsleeps are slightly worse if you're sleep deprived, but not by much. (chance: 1 in (75 + per_cur) at minor sleep deprivation)
5097 // Note: these can coexist with fatigue-related microsleeps
5098 /** @EFFECT_PER slightly decreases occurrence of short naps when sleep deprived */
5099 if( one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 75 + get_per() ) ) ) {
5100 fall_asleep( 30_seconds );
5101 }
5102
5103
5106 /** @EFFECT_PER slightly increases resilience against passing out from sleep deprivation */
5107 one_in( static_cast<int>( ( 1.0f - sleep_deprivation_pct ) * 100 ) + get_per() ) ) ) ) {
5109 _( "Your body collapses due to sleep deprivation, your neglected fatigue rushing back all at once, and you pass out on the spot." )
5110 , _( "<npcname> collapses to the ground from exhaustion." ) );
5112 set_fatigue( static_cast<int>( fatigue_levels::exhausted ) );
5113 }
5114
5116 fall_asleep( 20_hours );
5118 fall_asleep( 16_hours );
5119 } else {
5120 fall_asleep( 12_hours );
5121 }
5122 }
5123 }
5124}
constexpr T lerp(const T &min, const T &max, float t)
Linear interpolation: returns first argument if t is 0, second if t is 1, otherwise proportional to t...
Definition: cata_utility.h:155
static const efftype_id effect_lack_sleep("lack_sleep")
static const efftype_id effect_drunk("drunk")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_meth("meth")
static const efftype_id effect_jetinjector("jetinjector")
static const trait_id trait_NOPAIN("NOPAIN")
float get_kcal_percent() const
Definition: character.cpp:4306
virtual void set_fatigue(int nfatigue)
Definition: character.cpp:4424
void fall_asleep()
Adds "sleep" to the player.
Definition: character.cpp:9248
virtual void mod_fatigue(int nfatigue)
Definition: character.cpp:4414
int get_stim() const
Definition: character.cpp:7142
virtual void mod_healthy_mod(int nhealthy_mod, int cap)
Definition: character.cpp:4242
int get_sleep_deprivation() const
Definition: character.cpp:4444
virtual int get_per() const
Definition: character.cpp:4056
void set_part_hp_cur(const bodypart_id &id, int set)
Definition: creature.cpp:1569
time_duration get_effect_dur(const efftype_id &eff_id, body_part bp=num_bp) const
Returns the duration of the matching effect.
Definition: creature.cpp:1235
cata::optional< translation > random_from_category(const std::string &cat) const
Returns a random snippet out of the given category.
Class for storing translation context and raw string for deferred translation.
Definition: translations.h:152
@ m_warning
Definition: enums.h:257
@ falls_asleep_from_exhaustion
@ dies_from_drug_overdose
@ dies_of_starvation
bool once_every(const time_duration &event_frequency)
Predicate to handle rate-limiting.
Definition: calendar.cpp:490
std::string message
Definition: mapgen.cpp:403
snippet_library SNIPPET

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dead, dead_tired, dies_from_drug_overdose, dies_of_starvation, dies_of_thirst, effect_adrenaline, effect_drunk, effect_jetinjector, effect_lack_sleep, effect_meth, efftype_id, exhausted, fall_asleep(), falls_asleep_from_exhaustion, g, Creature::get_effect_dur(), Creature::get_effect_int(), get_fatigue(), get_kcal_percent(), get_painkiller(), get_per(), get_sleep_deprivation(), get_stim(), get_stored_kcal(), get_thirst(), getID(), harmless, Creature::has_effect(), has_trait(), in_sleep_state(), int_cur, Creature::is_player(), lerp(), m_bad, m_warning, major, massive, mapgen_defer::message, minor, mod_fatigue(), mod_healthy_mod(), calendar::once_every(), one_in(), parched, snippet_library::random_from_category(), serious, set_fatigue(), Creature::set_part_hp_cur(), sleep_deprivation, SNIPPET, and trait_NOPAIN.

Referenced by update_body().

◆ check_outbounds_activity()

bool Character::check_outbounds_activity ( const player_activity act,
bool  check_only = false 
)

Definition at line 987 of file character.cpp.

988{
989 if( ( act.placement != tripoint_zero && act.placement != tripoint_min &&
990 !g->m.inbounds( g->m.getlocal( act.placement ) ) ) || ( !act.coords.empty() &&
991 !g->m.inbounds( g->m.getlocal( act.coords.back() ) ) ) ) {
992 if( is_npc() && !check_only ) {
993 // stash activity for when reloaded.
995 if( !backlog.empty() ) {
997 }
999 }
1001 "npc %s at pos %d %d, activity target is not inbounds at %d %d therefore activity was stashed",
1002 disp_name(), pos().x, pos().y, act.placement.x, act.placement.y );
1003 return true;
1004 }
1005 return false;
1006}
static constexpr tripoint tripoint_zero
Definition: point.h:273
static constexpr tripoint tripoint_min
Definition: point.h:318

References act, activity, add_msg(), backlog, disp_name(), g, Creature::is_npc(), m_debug, pos(), stashed_outbounds_activity, stashed_outbounds_backlog, tripoint_min, and tripoint_zero.

Referenced by player_activity::do_turn(), and npc::move().

◆ clairvoyance()

int Character::clairvoyance ( ) const

Returns the distance the player can see through walls.

Definition at line 795 of file character.cpp.

796{
798 return MAX_CLAIRVOYANCE;
799 }
800
802 return 8;
803 }
804
806 return 3;
807 }
808
809 // 0 would mean we have clairvoyance of own tile
810 return -1;
811}
#define MAX_CLAIRVOYANCE
Definition: character.h:80
@ VISION_CLAIRVOYANCE_PLUS
Definition: character.h:91
@ VISION_CLAIRVOYANCE
Definition: character.h:90
@ VISION_CLAIRVOYANCE_SUPER
Definition: character.h:92
std::bitset< NUM_VISION_MODES > vision_mode_cache
Definition: character.h:2164

References MAX_CLAIRVOYANCE, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, and vision_mode_cache.

Referenced by sees().

◆ clear_bionics()

void Character::clear_bionics ( )

Remove all bionics.

Definition at line 2660 of file bionics.cpp.

2661{
2662 my_bionics->clear();
2663}

References my_bionics.

◆ clear_destination()

◆ clear_destination_activity()

void Character::clear_destination_activity ( )

Definition at line 1013 of file character.cpp.

1014{
1016}
player_activity destination_activity
Definition: character.h:2228

References destination_activity.

Referenced by clear_destination().

◆ clear_miss_reasons()

void Character::clear_miss_reasons ( )

Clears the list of reasons for why the player would miss a melee attack.

Definition at line 324 of file melee.cpp.

325{
326 melee_miss_reasons.clear();
327}

References melee_miss_reasons.

Referenced by player::process_turn().

◆ clear_morale()

void Character::clear_morale ( )

Definition at line 9093 of file character.cpp.

9094{
9095 morale->clear();
9096}

References morale.

◆ clear_mutations()

void Character::clear_mutations ( )

Empties the trait and mutations lists.

Definition at line 2817 of file newcharacter.cpp.

2818{
2819 while( !my_traits.empty() ) {
2820 toggle_trait( *my_traits.begin() );
2821 }
2822 while( !my_mutations.empty() ) {
2823 unset_mutation( my_mutations.begin()->first );
2824 }
2825 cached_mutations.clear();
2826}
std::vector< const mutation_branch * > cached_mutations
Pointers to mutation branches in my_mutations.
Definition: character.h:2155
void unset_mutation(const trait_id &)
Definition: mutation.cpp:167
std::unordered_set< trait_id > my_traits
Contains mutation ids of the base traits.
Definition: character.h:2151

References cached_mutations, my_mutations, my_traits, toggle_trait(), and unset_mutation().

Referenced by npc::randomize(), and reset_scenario().

◆ compute_effective_nutrients()

nutrients Character::compute_effective_nutrients ( const item comest) const

Definition at line 327 of file consumption.cpp.

328{
329 if( !comest.is_comestible() ) {
330 return {};
331 }
332
333 // if item has components, will derive calories from that instead.
334 if( !comest.components.empty() && !comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
335 nutrients tally{};
336 for( const item &component : comest.components ) {
337 nutrients component_value =
339 if( component.has_flag( flag_BYPRODUCT ) ) {
340 tally -= component_value;
341 } else {
342 tally += component_value;
343 }
344 }
345 return tally / comest.recipe_charges;
346 } else {
347 return compute_default_effective_nutrients( comest, *this );
348 }
349}
nutrients compute_effective_nutrients(const item &) const
std::list< item > components
Definition: item.h:2158
int recipe_charges
Definition: item.h:2198
static nutrients compute_default_effective_nutrients(const item &comest, const Character &you, const cata::flat_set< std::string > &extra_flags={})
static const std::string flag_NUTRIENT_OVERRIDE("NUTRIENT_OVERRIDE")
static const std::string flag_BYPRODUCT("BYPRODUCT")

References item::components, compute_default_effective_nutrients(), compute_effective_nutrients(), flag_BYPRODUCT(), flag_NUTRIENT_OVERRIDE(), item::has_flag(), item::is_comestible(), and item::recipe_charges.

Referenced by comestible_inventory_preset::comestible_inventory_preset(), compute_effective_nutrients(), consume_effects(), player::eat(), find_auto_consume(), nutrition_for(), and will_eat().

◆ compute_nutrient_range() [1/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const item comest,
const recipe_id recipe_i,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Get calorie & vitamin contents for a comestible, taking into account character traits.

Get range of possible nutrient content, for a particular recipe, depending on choice of ingredients

Definition at line 353 of file consumption.cpp.

356{
357 if( !comest.is_comestible() ) {
358 return {};
359 }
360
361 // if item has components, will derive calories from that instead.
362 if( comest.has_flag( flag_NUTRIENT_OVERRIDE ) ) {
364 return { result, result };
365 }
366
367 nutrients tally_min;
368 nutrients tally_max;
369
370 const recipe &rec = *recipe_i;
371
372 cata::flat_set<std::string> our_extra_flags = extra_flags;
373
374 if( rec.hot_result() ) {
375 our_extra_flags.insert( flag_COOKED );
376 }
377
378 const requirement_data requirements = rec.simple_requirements();
379 const requirement_data::alter_item_comp_vector &component_requirements =
380 requirements.get_components();
381
382 for( const std::vector<item_comp> &component_options : component_requirements ) {
383 nutrients this_min;
384 nutrients this_max;
385 bool first = true;
386 for( const item_comp &component_option : component_options ) {
387 std::pair<nutrients, nutrients> component_option_range =
388 compute_nutrient_range( component_option.type, our_extra_flags );
389 component_option_range.first *= component_option.count;
390 component_option_range.second *= component_option.count;
391
392 if( first ) {
393 std::tie( this_min, this_max ) = component_option_range;
394 first = false;
395 } else {
396 this_min.min_in_place( component_option_range.first );
397 this_max.max_in_place( component_option_range.second );
398 }
399 }
400 tally_min += this_min;
401 tally_max += this_max;
402 }
403
404 for( const std::pair<const itype_id, int> &byproduct : rec.byproducts ) {
405 item byproduct_it( byproduct.first, calendar::turn, byproduct.second );
406 nutrients byproduct_nutr = compute_default_effective_nutrients( byproduct_it, *this );
407 tally_min -= byproduct_nutr;
408 tally_max -= byproduct_nutr;
409 }
410
411 int charges = comest.count();
412 return { tally_min / charges, tally_max / charges };
413}
std::pair< nutrients, nutrients > compute_nutrient_range(const item &, const recipe_id &, const cata::flat_set< std::string > &extra_flags={}) const
Get calorie & vitamin contents for a comestible, taking into account character traits.
iterator insert(iterator, const value_type &value)
Definition: flat_set.h:151
int count() const
If count_by_charges(), returns charges, otherwise 1.
Definition: item.cpp:5856
Definition: recipe.h:35
const requirement_data & simple_requirements() const
Fetch combined requirement data (inline and via "using" syntax).
Definition: recipe.h:67
bool hot_result() const
Definition: recipe.cpp:774
std::map< itype_id, int > byproducts
Definition: recipe.h:105
static const std::string flag_COOKED("COOKED")
void min_in_place(const nutrients &r)
Replace the values here with the minimum (or maximum) of themselves and the corresponding values take...
Definition: stomach.cpp:12
void max_in_place(const nutrients &r)
Definition: stomach.cpp:29
The *_vector members represent list of alternatives requirements: alter_tool_comp_vector = { * { { a,...
Definition: requirements.h:215
const alter_item_comp_vector & get_components() const
std::vector< std::vector< item_comp > > alter_item_comp_vector
Definition: requirements.h:223

References recipe::byproducts, compute_default_effective_nutrients(), compute_nutrient_range(), item::count(), flag_COOKED(), flag_NUTRIENT_OVERRIDE(), requirement_data::get_components(), item::has_flag(), recipe::hot_result(), cata::flat_set< T, Compare, Data >::insert(), item::is_comestible(), nutrients::max_in_place(), nutrients::min_in_place(), recipe::simple_requirements(), and calendar::turn.

Referenced by compute_nutrient_range().

◆ compute_nutrient_range() [2/2]

std::pair< nutrients, nutrients > Character::compute_nutrient_range ( const itype_id comest_id,
const cata::flat_set< std::string > &  extra_flags = {} 
) const

Same, but across arbitrary recipes.

Definition at line 417 of file consumption.cpp.

419{
420 const itype *comest = &*comest_id;
421 if( !comest->comestible ) {
422 return {};
423 }
424
425 item comest_it( comest, calendar::turn, 1 );
426 // The default nutrients are always a possibility
427 nutrients min_nutr = compute_default_effective_nutrients( comest_it, *this, extra_flags );
428
429 if( comest->has_flag( flag_NUTRIENT_OVERRIDE ) ||
430 recipe_dict.is_item_on_loop( comest->get_id() ) ) {
431 return { min_nutr, min_nutr };
432 }
433
434 nutrients max_nutr = min_nutr;
435
436 for( const recipe_id &rec : comest->recipes ) {
437 nutrients this_min;
438 nutrients this_max;
439
440 item result_it = rec->create_result();
441 if( result_it.contents.num_item_stacks() == 1 ) {
442 const item alt_result = result_it.contents.front();
443 if( alt_result.typeId() == comest_it.typeId() ) {
444 result_it = alt_result;
445 }
446 }
447 if( result_it.typeId() != comest_it.typeId() ) {
448 debugmsg( "When creating recipe result expected %s, got %s\n",
449 comest_it.typeId().str(), result_it.typeId().str() );
450 }
451 std::tie( this_min, this_max ) = compute_nutrient_range( result_it, rec, extra_flags );
452 min_nutr.min_in_place( this_min );
453 max_nutr.max_in_place( this_max );
454 }
455
456 return { min_nutr, max_nutr };
457}
size_t num_item_stacks() const
returns the number of items stacks in contents each item that is not count_by_charges,...
bool is_item_on_loop(const itype_id &) const
item create_result() const
Definition: recipe.cpp:423
recipe_dictionary recipe_dict
cata::value_ptr< islot_comestible > comestible
Definition: itype.h:841
std::vector< recipe_id > recipes
What recipes can make this item.
Definition: itype.h:1006
bool has_flag(const std::string &flag) const
Definition: itype.cpp:71
const itype_id & get_id() const
Definition: itype.h:1062

References itype::comestible, compute_default_effective_nutrients(), compute_nutrient_range(), item::contents, recipe::create_result(), debugmsg, flag_NUTRIENT_OVERRIDE(), item_contents::front(), itype::get_id(), itype::has_flag(), recipe_dictionary::is_item_on_loop(), nutrients::max_in_place(), nutrients::min_in_place(), item_contents::num_item_stacks(), recipe_dict, itype::recipes, string_id< T >::str(), calendar::turn, and item::typeId().

◆ conduct_blood_analysis()

void Character::conduct_blood_analysis ( ) const

Definition at line 2013 of file character.cpp.

2014{
2015 std::vector<std::string> effect_descriptions;
2016 std::vector<nc_color> colors;
2017
2018 for( auto &elem : *effects ) {
2019 if( elem.first->get_blood_analysis_description().empty() ) {
2020 continue;
2021 }
2022 effect_descriptions.emplace_back( elem.first->get_blood_analysis_description() );
2023 colors.emplace_back( elem.first->get_rating() == e_good ? c_green : c_red );
2024 }
2025
2026 const int win_w = 46;
2027 size_t win_h = 0;
2029 ui_adaptor ui;
2030 ui.on_screen_resize( [&]( ui_adaptor & ui ) {
2031 win_h = std::min( static_cast<size_t>( TERMY ),
2032 std::max<size_t>( 1, effect_descriptions.size() ) + 2 );
2033 w = catacurses::newwin( win_h, win_w,
2034 point( ( TERMX - win_w ) / 2, ( TERMY - win_h ) / 2 ) );
2035 ui.position_from_window( w );
2036 } );
2037 ui.mark_resize();
2038 ui.on_redraw( [&]( const ui_adaptor & ) {
2039 draw_border( w, c_red, string_format( " %s ", _( "Blood Test Results" ) ) );
2040 if( effect_descriptions.empty() ) {
2041 trim_and_print( w, point( 2, 1 ), win_w - 3, c_white, _( "No effects." ) );
2042 } else {
2043 for( size_t line = 1; line < ( win_h - 1 ) && line <= effect_descriptions.size(); ++line ) {
2044 trim_and_print( w, point( 2, line ), win_w - 3, colors[line - 1], effect_descriptions[line - 1] );
2045 }
2046 }
2047 wnoutrefresh( w );
2048 } );
2049 input_context ctxt( "BLOOD_TEST_RESULTS" );
2050 ctxt.register_action( "CONFIRM" );
2051 ctxt.register_action( "QUIT" );
2052 ctxt.register_action( "HELP_KEYBINDINGS" );
2053 bool stop = false;
2054 // Display new messages
2055 g->invalidate_main_ui_adaptor();
2056 while( !stop ) {
2058 const std::string action = ctxt.handle_input();
2059 if( action == "CONFIRM" || action == "QUIT" ) {
2060 stop = true;
2061 }
2062 }
2063}
A wrapper over a pointer to a curses window.
Definition: cursesdef.h:55
Represents a context in which a set of actions can be performed.
Definition: input.h:382
@ action
Definition: dialogue.h:36
@ e_good
Definition: effect.h:29
void line(map *m, const ter_id &type, const point &p1, const point &p2)
Definition: mapgen.cpp:6454
std::string colors()
Definition: path_info.cpp:146
window newwin(int nlines, int ncols, const point &begin)
Definition: ncurses_def.cpp:34
void wnoutrefresh(const window &win)
Definition: ncurses_def.cpp:43
void redraw()
Definition: ui_manager.cpp:285
Definition: overmap_ui.h:17
int TERMX
Definition: output.cpp:47
int TERMY
Definition: output.cpp:48
void trim_and_print(const catacurses::window &w, const point &begin, const int width, const nc_color &base_color, const std::string &text, const report_color_error color_error)
Prints a single line of text.
Definition: output.cpp:214
void draw_border(const catacurses::window &w, nc_color border_color, const std::string &title, nc_color title_color)
Definition: output.cpp:575

References _, action, c_green, c_red, c_white, PATH_INFO::colors(), draw_border(), e_good, Creature::effects, g, input_context::handle_input(), line(), catacurses::newwin(), ui_manager::redraw(), input_context::register_action(), string_format(), TERMX, TERMY, trim_and_print(), and catacurses::wnoutrefresh().

Referenced by activate_bionic(), and iexamine::autodoc().

◆ consume_charges()

bool Character::consume_charges ( item used,
int  qty 
)

Consume charges of a tool or comestible item, potentially destroying it in the process.

Parameters
useditem consuming the charges
qtynumber of charges to consume which must be non-zero
Returns
true if item was destroyed

Definition at line 7496 of file character.cpp.

7497{
7498 if( qty < 0 ) {
7499 debugmsg( "Tried to consume negative charges" );
7500 return false;
7501 }
7502
7503 if( qty == 0 ) {
7504 return false;
7505 }
7506
7507 if( !used.is_tool() && !used.is_food() && !used.is_medication() ) {
7508 debugmsg( "Tried to consume charges for non-tool, non-food, non-med item" );
7509 return false;
7510 }
7511
7512 // Consume comestibles destroying them if no charges remain
7513 if( used.is_food() || used.is_medication() ) {
7514 used.charges -= qty;
7515 if( used.charges <= 0 ) {
7516 i_rem( &used );
7517 return true;
7518 }
7519 return false;
7520 }
7521
7522 // Tools which don't require ammo are instead destroyed
7523 if( used.is_tool() && !used.ammo_required() ) {
7524 i_rem( &used );
7525 return true;
7526 }
7527
7528 if( used.is_power_armor() ) {
7529 if( used.charges >= qty ) {
7530 used.ammo_consume( qty, pos() );
7531 } else if( as_player()->can_interface_armor() && has_charges( itype_bio_armor, qty ) ) {
7533 } else {
7534 use_charges( itype_UPS, qty );
7535 }
7536 }
7537
7538 // USE_UPS never occurs on base items but is instead added by the UPS tool mod
7539 if( used.has_flag( flag_USE_UPS ) ) {
7540 // With the new UPS system, we'll want to use any charges built up in the tool before pulling from the UPS
7541 // The usage of the item was already approved, so drain item if possible, otherwise use UPS
7542 if( used.charges >= qty ) {
7543 used.ammo_consume( qty, pos() );
7544 } else {
7545 use_charges( itype_UPS, qty );
7546 }
7547 } else {
7548 used.ammo_consume( std::min( qty, used.ammo_remaining() ), pos() );
7549 }
7550 return false;
7551}
static const std::string flag_USE_UPS("USE_UPS")
static const itype_id itype_bio_armor("bio_armor")
std::list< item > use_charges(const itype_id &what, int qty, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: character.cpp:9631
bool is_tool() const
Definition: item.cpp:6799
bool is_food() const
Definition: item.cpp:6438
int ammo_consume(int qty, const tripoint &pos)
Consume ammo (if available) and return the amount of ammo that was consumed.
Definition: item.cpp:7320

References item::ammo_consume(), item::ammo_remaining(), item::ammo_required(), Creature::as_player(), item::charges, debugmsg, flag_USE_UPS(), has_charges(), item::has_flag(), i_rem(), item::is_food(), item::is_medication(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, pos(), and use_charges().

Referenced by chop_plank_activity(), chop_tree_activity(), feedpet(), activity_handlers::firstaid_finish(), npc::heal_player(), npc::heal_self(), invoke_item(), activity_handlers::jackhammer_finish(), petfood(), activity_handlers::pickaxe_finish(), npc::pretend_heal(), activity_handlers::repair_item_finish(), activity_handlers::shear_finish(), and activity_handlers::start_fire_finish().

◆ consume_effects()

bool Character::consume_effects ( item food)

Handles the effects of consuming an item.

Definition at line 1158 of file consumption.cpp.

1159{
1160 if( !food.is_comestible() ) {
1161 debugmsg( "called Character::consume_effects with non-comestible" );
1162 return false;
1163 }
1164
1165 if( has_trait( trait_THRESH_PLANT ) && food.type->can_use( "PLANTBLECH" ) ) {
1166 // Was used to cap nutrition and thirst, but no longer does this
1167 return false;
1168 }
1171 // No good can come of this.
1172 return false;
1173 }
1174
1175 const auto &comest = *food.get_comestible();
1176
1177 // Rotten food causes health loss
1178 const float relative_rot = food.get_relative_rot();
1179 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) &&
1181 const float rottedness = clamp( 2 * relative_rot - 2.0f, 0.1f, 1.0f );
1182 // ~-1 health per 1 nutrition at halfway-rotten-away, ~0 at "just got rotten"
1183 // But always round down
1184 int h_loss = -rottedness * comest.get_default_nutr();
1185 mod_healthy_mod( h_loss, -200 );
1186 add_msg( m_debug, "%d health from %0.2f%% rotten food", h_loss, rottedness );
1187 }
1188
1189 // Used in hibernation messages.
1190 const auto nutr = nutrition_for( food );
1191 const bool skip_health = has_trait( trait_PROJUNK2 ) && comest.healthy < 0;
1192 // We can handle junk just fine
1193 if( !skip_health ) {
1194 modify_health( comest );
1195 }
1196 modify_stimulation( comest );
1197 modify_fatigue( comest );
1198 modify_radiation( comest );
1199 modify_addiction( comest );
1200 modify_morale( food, nutr );
1201
1202 // Moved here and changed a bit - it was too complex
1203 // Incredibly minor stuff like this shouldn't require complexity
1204 if( !is_npc() && has_trait( trait_SLIMESPAWNER ) &&
1207 _( "You feel as though you're going to split open! In a good way?" ) );
1208 mod_pain( 5 );
1209 int numslime = 1;
1210 for( int i = 0; i < numslime; i++ ) {
1211 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
1212 slime->friendly = -1;
1213 }
1214 }
1215 mod_stored_kcal( -400 );
1216 mod_thirst( 40 );
1217 //~ slimespawns have *small voices* which may be the Nice equivalent
1218 //~ of the Rat King's ALL CAPS invective. Probably shared-brain telepathy.
1219 add_msg_if_player( m_good, _( "hey, you look like me! let's work together!" ) );
1220 }
1221
1222 // Set up food for ingestion
1223 const item &contained_food = food.is_container() ? food.get_contained() : food;
1224 food_summary ingested{
1225 compute_effective_nutrients( contained_food )
1226 };
1227 // Maybe move tapeworm to digestion
1228 if( has_effect( effect_tapeworm ) ) {
1229 ingested.nutr /= 2;
1230 }
1231
1232 int excess_kcal = get_stored_kcal() + stomach.get_calories() + ingested.nutr.kcal -
1234
1235 // Moved hypermetabolism check here to prevent it being gimped by various bloating/vomit problems.
1236 if( excess_kcal > 0 && has_trait( trait_EATHEALTH ) ) {
1237 healall( roll_remainder( excess_kcal / 50.0f ) );
1238 mod_stored_kcal( -excess_kcal );
1239 excess_kcal = 0;
1240 }
1241
1242 int excess_quench = -( get_thirst() - comest.quench );
1243 stomach.ingest( ingested );
1244 mod_thirst( -contained_food.type->comestible->quench );
1245
1246
1247 if( ( excess_kcal > 0 || excess_quench > 0 ) && !food.has_flag( flag_NO_BLOAT ) ) {
1248 add_effect( effect_bloated, 5_minutes );
1249 }
1250
1251 return true;
1252}
constexpr T clamp(const T &val, const T &min, const T &max)
Clamp first argument so that it is no lower than second and no higher than third.
Definition: cata_utility.h:145
void modify_addiction(const islot_comestible &comest)
Used to apply addiction modifications from food and medication.
void modify_stimulation(const islot_comestible &comest)
Used to apply stimulation modifications from food and medication.
void modify_morale(item &food, int nutr=0)
Used to apply morale modifications from food and medication.
void modify_radiation(const islot_comestible &comest)
Used to apply radiation from food and medication.
virtual void mod_thirst(int nthirst)
Definition: character.cpp:4398
stomach_contents stomach
Definition: character.h:1591
void modify_health(const islot_comestible &comest)
Used to apply health modifications from food and medication.
void healall(int dam)
Heals all body parts for dam.
Definition: character.cpp:8627
void modify_fatigue(const islot_comestible &comest)
Used to apply fatigue modifications from food and medication.
bool is_container() const
Whether this is container.
Definition: item.cpp:6565
double get_relative_rot() const
Get rot value relative to shelf life (or 0 if item does not spoil)
Definition: item.cpp:5416
const item & get_contained() const
Return a contained item (if any and only one).
Definition: item.cpp:6886
void ingest(const food_summary &ingested)
Directly adds food to stomach contents.
Definition: stomach.cpp:126
int get_calories() const
Definition: stomach.cpp:179
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const trait_id trait_THRESH_PLANT("THRESH_PLANT")
static const bionic_id bio_digestion("bio_digestion")
static const efftype_id effect_tapeworm("tapeworm")
static const trait_id trait_PROJUNK2("PROJUNK2")
static const trait_id trait_SAPROVORE("SAPROVORE")
static const efftype_id effect_bloated("bloated")
static const trait_id trait_EATHEALTH("EATHEALTH")
static const trait_id trait_SAPROPHAGE("SAPROPHAGE")
static const std::string flag_NO_BLOAT("NO_BLOAT")
bool can_use(const std::string &iuse_name) const
Definition: itype.cpp:86

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_digestion, itype::can_use(), clamp(), itype::comestible, compute_effective_nutrients(), debugmsg, effect_bloated, effect_tapeworm, flag_NO_BLOAT(), g, stomach_contents::get_calories(), item::get_comestible(), item::get_contained(), item::get_relative_rot(), get_stored_kcal(), get_thirst(), item::has_any_flag(), has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), healall(), herbivore_blacklist(), stomach_contents::ingest(), item::is_comestible(), item::is_container(), Creature::is_npc(), m_debug, m_good, m_mixed, max_stored_kcal(), mod_healthy_mod(), Creature::mod_pain(), mod_stored_kcal(), mod_thirst(), modify_addiction(), modify_fatigue(), modify_health(), modify_morale(), modify_radiation(), modify_stimulation(), mon_player_blob, nutrition_for(), pos(), roll_remainder(), slaked, stomach, trait_EATHEALTH, trait_HERBIVORE, trait_PROJUNK2, trait_RUMINANT, trait_SAPROPHAGE, trait_SAPROVORE, trait_SLIMESPAWNER, trait_THRESH_PLANT, and item::type.

Referenced by player::consume_med(), player::eat(), iuse::ecig(), and try_consume().

◆ consume_remote_fuel()

int Character::consume_remote_fuel ( int  amount)

Consume fuel used by remote powered bionic, return amount of request unfulfilled (0 if totally successful).

Definition at line 1408 of file bionics.cpp.

1409{
1410 int unconsumed_amount = amount;
1411 const std::vector<item *> cables = items_with( []( const item & it ) {
1412 return it.active && it.has_flag( flag_CABLE_SPOOL );
1413 } );
1414
1415 for( const item *cable : cables ) {
1416 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1417 if( target ) {
1418 const optional_vpart_position vp = g->m.veh_at( *target );
1419 if( !vp ) {
1420 continue;
1421 }
1422 unconsumed_amount = vp->vehicle().discharge_battery( amount );
1423 }
1424 }
1425
1426 if( unconsumed_amount > 0 ) {
1427 static const item_filter used_ups = [&]( const item & itm ) {
1428 return itm.get_var( "cable" ) == "plugged_in";
1429 };
1430 if( has_charges( itype_UPS_off, unconsumed_amount, used_ups ) ) {
1431 use_charges( itype_UPS_off, unconsumed_amount, used_ups );
1432 unconsumed_amount -= 1;
1433 } else if( has_charges( itype_adv_UPS_off, unconsumed_amount, used_ups ) ) {
1434 use_charges( itype_adv_UPS_off, roll_remainder( unconsumed_amount * 0.6 ), used_ups );
1435 unconsumed_amount -= 1;
1436 }
1437 }
1438
1439 return unconsumed_amount;
1440}
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const itype_id itype_UPS_off("UPS_off")
std::function< bool(const item &)> item_filter
Definition: game.h:119

References item::active, flag_CABLE_SPOOL(), g, has_charges(), item::has_flag(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, pos(), roll_remainder(), and use_charges().

Referenced by burn_fuel().

◆ cough()

void Character::cough ( bool  harmful = false,
int  loudness = 4 
)

Definition at line 7628 of file character.cpp.

7629{
7631 return;
7632 }
7633
7634 if( harmful ) {
7635 const int stam = get_stamina();
7636 const int malus = get_stamina_max() * 0.05; // 5% max stamina
7637 mod_stamina( -malus );
7638 if( stam < malus && x_in_y( malus - stam, malus ) && one_in( 6 ) ) {
7639 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
7640 }
7641 }
7642
7643 if( !is_npc() ) {
7644 add_msg( m_bad, _( "You cough heavily." ) );
7645 }
7646 sounds::sound( pos(), loudness, sounds::sound_t::speech, _( "a hacking cough." ), false, "misc",
7647 "cough" );
7648
7649 moves -= 80;
7650
7651 add_effect( effect_recently_coughed, 5_minutes );
7652}
static const efftype_id effect_cough_suppress("cough_suppress")
static const efftype_id effect_recently_coughed("recently_coughed")

References _, Creature::add_effect(), add_msg(), apply_damage(), effect_cough_suppress, effect_recently_coughed, get_stamina(), get_stamina_max(), Creature::has_effect(), Creature::is_npc(), m_bad, mod_stamina(), Creature::moves, one_in(), pos(), sounds::sound(), sounds::speech, and x_in_y().

Referenced by eff_fun_fungus(), and player::process_one_effect().

◆ covered_with_flag()

bool Character::covered_with_flag ( const std::string &  flag,
const body_part_set parts 
) const

Definition at line 8948 of file character.cpp.

8949{
8950 if( parts.none() ) {
8951 return true;
8952 }
8953
8954 body_part_set to_cover( parts );
8955
8956 for( const auto &elem : worn ) {
8957 if( !elem.has_flag( flag ) ) {
8958 continue;
8959 }
8960
8961 to_cover &= ~elem.get_covered_body_parts();
8962
8963 if( to_cover.none() ) {
8964 return true; // Allows early exit.
8965 }
8966 }
8967
8968 return to_cover.none();
8969}
bool none() const
Definition: bodypart.h:249

References body_part_set::none(), and worn.

Referenced by is_waterproof().

◆ crafting_inventory() [1/2]

◆ crafting_inventory() [2/2]

const inventory & Character::crafting_inventory ( const tripoint src_pos = tripoint_zero,
int  radius = PICKUP_RANGE,
bool  clear_path = true 
)

Definition at line 550 of file crafting.cpp.

552{
553 tripoint inv_pos = src_pos;
554 if( src_pos == tripoint_zero ) {
555 inv_pos = pos();
556 }
557 if( cached_moves == moves
559 && cached_position == inv_pos ) {
561 }
562 cached_crafting_inventory.form_from_map( inv_pos, radius, this, false, clear_path );
566 for( const bionic &bio : *my_bionics ) {
567 const bionic_data &bio_data = bio.info();
568 if( ( !bio_data.activated || bio.powered ) &&
569 !bio_data.fake_item.is_empty() ) {
570 cached_crafting_inventory += item( bio.info().fake_item,
572 }
573 }
574 if( has_trait( trait_BURROW ) ) {
577 }
578
581 cached_position = inv_pos;
582 // cache the qualities of the items in cached_crafting_inventory
585}
tripoint cached_position
Definition: character.h:2258
int cached_moves
Definition: character.h:2257
inventory cached_crafting_inventory
Definition: character.h:2259
void form_from_map(const tripoint &origin, int range, const Character *pl=nullptr, bool assign_invlet=true, bool clear_path=true)
Definition: inventory.cpp:472
void update_quality_cache()
Definition: inventory.cpp:1107
static const trait_id trait_BURROW("BURROW")
bool activated
Is true if a bionic is an active instead of a passive bionic.
Definition: bionics.h:49

References bionic_data::activated, cached_crafting_inventory, cached_moves, cached_position, cached_time, bionic_data::fake_item, inventory::form_from_map(), get_power_level(), has_trait(), inv, string_id< T >::is_empty(), Creature::moves, my_bionics, pos(), units::to_kilojoule(), trait_BURROW, tripoint_zero, calendar::turn, inventory::update_quality_cache(), weapon, and worn.

◆ crit_chance()

double Character::crit_chance ( float  roll_hit,
float  target_dodge,
const item weap 
) const

Returns the chance to critical given a hit roll and target's dodge roll.

Unarmed increases critical chance with UNARMED_WEAPON Dexterity increases chance for critical hits Perception increases chance for critical hits Bashing increases critical chance with bashing weapons Cutting increases critical chance with cutting weapons Stabbing increases critical chance with piercing weapons Unarmed increases critical chance with unarmed weapons Melee slightly increases critical chance with any item

Definition at line 712 of file melee.cpp.

713{
714 // Weapon to-hit roll
715 double weapon_crit_chance = 0.5;
716 if( weap.is_unarmed_weapon() ) {
717 // Unarmed attack: 1/2 of unarmed skill is to-hit
718 /** @EFFECT_UNARMED increases critical chance with UNARMED_WEAPON */
719 weapon_crit_chance = 0.5 + 0.05 * get_skill_level( skill_unarmed );
720 }
721
722 if( weap.type->m_to_hit > 0 ) {
723 weapon_crit_chance = std::max( weapon_crit_chance, 0.5 + 0.1 * weap.type->m_to_hit );
724 } else if( weap.type->m_to_hit < 0 ) {
725 weapon_crit_chance += 0.1 * weap.type->m_to_hit;
726 }
727 weapon_crit_chance = limit_probability( weapon_crit_chance );
728
729 // Dexterity and perception
730 /** @EFFECT_DEX increases chance for critical hits */
731
732 /** @EFFECT_PER increases chance for critical hits */
733 const double stat_crit_chance = limit_probability( 0.25 + 0.01 * dex_cur + ( 0.02 * per_cur ) );
734
735 /** @EFFECT_BASHING increases critical chance with bashing weapons */
736 /** @EFFECT_CUTTING increases critical chance with cutting weapons */
737 /** @EFFECT_STABBING increases critical chance with piercing weapons */
738 /** @EFFECT_UNARMED increases critical chance with unarmed weapons */
739 int sk = get_skill_level( weap.melee_skill() );
740 if( has_active_bionic( bio_cqb ) ) {
741 sk = std::max( sk, BIO_CQB_LEVEL );
742 }
743
744 /** @EFFECT_MELEE slightly increases critical chance with any item */
745 sk += get_skill_level( skill_melee ) / 2.5;
746
747 const double skill_crit_chance = limit_probability( 0.25 + sk * 0.025 );
748
749 // Examples (survivor stats/chances of each critical):
750 // Fresh (skill-less) 8/8/8/8, unarmed:
751 // 50%, 49%, 25%; ~1/16 guaranteed critical + ~1/8 if roll>dodge*1.5
752 // Expert (skills 10) 10/10/10/10, unarmed:
753 // 100%, 55%, 60%; ~1/3 guaranteed critical + ~4/10 if roll>dodge*1.5
754 // Godlike with combat CBM 20/20/20/20, pipe (+1 accuracy):
755 // 60%, 100%, 42%; ~1/4 guaranteed critical + ~3/8 if roll>dodge*1.5
756
757 // Note: the formulas below are only valid if none of the 3 critical chance values go above 1.0
758 // It is therefore important to limit them to between 0.0 and 1.0
759
760 // Chance to get all 3 criticals (a guaranteed critical regardless of hit/dodge)
761 const double chance_triple = weapon_crit_chance * stat_crit_chance * skill_crit_chance;
762 // Only check double critical (one that requires hit/dodge comparison) if we have good
763 // hit vs dodge
764 if( roll_hit > target_dodge * 3 / 2 ) {
765 const double chance_double = 0.5 * (
766 weapon_crit_chance * stat_crit_chance +
767 stat_crit_chance * skill_crit_chance +
768 weapon_crit_chance * skill_crit_chance -
769 ( 3 * chance_triple ) );
770 // Because chance_double already removed the triples with -( 3 * chance_triple ),
771 // chance_triple and chance_double are mutually exclusive probabilities and can just
772 // be added together.
774 melee::melee_stats.double_crit_chance += chance_double + chance_triple;
775 return chance_triple + chance_double;
776 }
778 melee::melee_stats.crit_chance += chance_triple;
779 return chance_triple;
780}
bool is_unarmed_weapon() const
Definition: item.cpp:735
skill_id melee_skill() const
The most relevant skill used with this melee weapon.
Definition: item.cpp:7043
double limit_probability(double unbounded_probability)
Limits a probability to be between 0.0 and 1.0.
Definition: melee.cpp:707
melee_statistic_data melee_stats
Definition: melee.cpp:2404
int m_to_hit
Definition: itype.h:990
double crit_chance
Definition: melee.h:15
int double_crit_count
Definition: melee.h:11
double double_crit_chance
Definition: melee.h:14

References bio_cqb, BIO_CQB_LEVEL, melee_statistic_data::crit_chance, melee_statistic_data::crit_count, dex_cur, melee_statistic_data::double_crit_chance, melee_statistic_data::double_crit_count, get_skill_level(), has_active_bionic(), item::is_unarmed_weapon(), limit_probability(), itype::m_to_hit, item::melee_skill(), melee::melee_stats, per_cur, skill_melee, skill_unarmed, and item::type.

Referenced by item::effective_dps(), and scored_crit().

◆ crossed_threshold()

bool Character::crossed_threshold ( ) const

Returns true if the player has crossed a mutation threshold Player can only cross one mutation threshold.

Definition at line 8694 of file character.cpp.

8695{
8696 for( const trait_id &mut : get_mutations() ) {
8697 if( mut->threshold ) {
8698 return true;
8699 }
8700 }
8701 return false;
8702}

References get_mutations(), and mutation_branch::threshold.

Referenced by player::disp_info(), draw_tip(), player::hardcoded_effects(), marloss_common(), modify_morale(), conditional_t< T >::set_has_trait_flag(), and test_crossing_threshold().

◆ deactivate_bionic()

bool Character::deactivate_bionic ( int  b,
bool  eff_only = false 
)

Handles bionic deactivation effects of the entered bionic, returns if anything deactivated.

Definition at line 1064 of file bionics.cpp.

1065{
1066 bionic &bio = ( *my_bionics )[b];
1067
1068 if( bio.incapacitated_time > 0_turns ) {
1069 add_msg( m_info, _( "Your %s is shorting out and can't be deactivated." ),
1070 bio.info().name );
1071 return false;
1072 }
1073
1074 if( bio.info().is_remote_fueled ) {
1076 }
1077
1078 // Just do the effect, no stat changing or messages
1079 if( !eff_only ) {
1080 if( !bio.powered ) {
1081 // It's already off!
1082 return false;
1083 }
1084 if( !bio.info().has_flag( flag_BIONIC_TOGGLED ) ) {
1085 // It's a fire-and-forget bionic, we can't turn it off but have to wait for
1086 //it to run out of charge
1087 add_msg_if_player( m_info, _( "You can't deactivate your %s manually!" ),
1088 bio.info().name );
1089 return false;
1090 }
1091 if( get_power_level() < bio.info().power_deactivate ) {
1092 add_msg( m_info, _( "You don't have the power to deactivate your %s." ),
1093 bio.info().name );
1094 return false;
1095 }
1096
1097 //We can actually deactivate now, do deactivation-y things
1099 bio.powered = false;
1100 add_msg_if_player( m_neutral, _( "You deactivate your %s." ), bio.info().name );
1101 }
1102
1103 // Deactivation effects go here
1104 if( bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
1105 if( weapon.typeId() == bio.info().fake_item ) {
1106 add_msg_if_player( _( "You withdraw your %s." ), weapon.tname() );
1107 if( g->u.sees( pos() ) ) {
1108 add_msg_if_npc( m_info, _( "<npcname> withdraws %s %s." ), disp_name( true ),
1109 weapon.tname() );
1110 }
1111 bio.ammo_loaded =
1112 weapon.ammo_data() != nullptr ? weapon.ammo_data()->get_id() : itype_id::NULL_ID();
1113 bio.ammo_count = static_cast<unsigned int>( weapon.ammo_remaining() );
1114 weapon = item();
1116 }
1117 } else if( bio.id == bio_cqb ) {
1118 martial_arts_data->selected_style_check();
1119 } else if( bio.id == bio_remote ) {
1120 if( g->remoteveh() != nullptr && !has_active_item( itype_remotevehcontrol ) ) {
1121 g->setremoteveh( nullptr );
1122 } else if( !get_value( "remote_controlling" ).empty() &&
1124 set_value( "remote_controlling", "" );
1125 }
1126 } else if( bio.id == bio_tools ) {
1128 } else if( bio.id == bio_ads ) {
1130 bio.energy_stored = 0_kJ;
1131 }
1132
1133 // Recalculate stats (strength, mods from pain etc.) that could have been affected
1135 reset();
1136 if( !bio.id->enchantments.empty() ) {
1138 }
1139
1140 // Also reset crafting inventory cache if this bionic spawned a fake item
1141 if( !bio.info().fake_item.is_empty() ) {
1143 }
1144
1145 // Compatibility with old saves without the toolset hammerspace
1146 if( !eff_only && bio.id == bio_tools && !has_bionic( bionic_TOOLS_EXTEND ) ) {
1147 // E X T E N D T O O L S
1149 }
1150
1151 return true;
1152}
static const bionic_id bio_ads("bio_ads")
static const itype_id itype_remotevehcontrol("remotevehcontrol")
static const bionic_id bionic_TOOLS_EXTEND("bio_tools_extend")
static const itype_id itype_radiocontrol("radiocontrol")
bool has_active_item(const itype_id &id) const
Whether the player carries an active item of the given item type.
Definition: character.cpp:2542
void reset_remote_fuel()
Definition: bionics.cpp:1442
virtual void add_msg_if_npc(const std::string &) const
Definition: creature.h:635
const itype * ammo_data() const
Specific ammo data, returns nullptr if item is neither ammo nor loaded with any.
Definition: item.cpp:7372
static const string_id< itype > & NULL_ID()
Returns a null id whose string_id<T>::is_null() must always return true.
units::energy power_deactivate
Power cost on deactivation.
Definition: bionics.h:39

References _, add_bionic(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), bionic::ammo_count, item::ammo_data(), bionic::ammo_loaded, item::ammo_remaining(), b, bio_ads, bio_cqb, bio_remote, bio_tools, bionic_TOOLS_EXTEND, disp_name(), bionic_data::enchantments, bionic::energy_stored, bionic_data::fake_item, flag_BIONIC_TOGGLED, flag_BIONIC_WEAPON, g, itype::get_id(), get_power_level(), Creature::get_value(), has_active_item(), has_bionic(), bionic_data::has_flag(), bionic::id, bionic::incapacitated_time, bionic::info(), invalidate_crafting_inventory(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, itype_radiocontrol, itype_remotevehcontrol, m_info, m_neutral, martial_arts_data, mod_power_level(), bionic_data::name, string_id< itype >::NULL_ID(), pos(), bionic_data::power_deactivate, bionic::powered, recalculate_enchantment_cache(), reset(), reset_encumbrance(), reset_remote_fuel(), Creature::set_value(), item::tname(), item::typeId(), and weapon.

Referenced by absorb_hit(), burn_fuel(), npc::deactivate_bionic_by_id(), player::power_bionics(), process_bionic(), and uninstall_bionic().

◆ deactivate_mutation()

void Character::deactivate_mutation ( const trait_id mut)

Definition at line 610 of file mutation.cpp.

611{
612 my_mutations[mut].powered = false;
613
614 // Handle stat changes from deactivation
615 apply_mods( mut, false );
617 const mutation_branch &mdata = mut.obj();
618 if( mdata.transform ) {
619 const cata::value_ptr<mut_transform> trans = mdata.transform;
620 mod_moves( -trans->moves );
621 switch_mutations( mut, trans->target, trans->active );
622 }
623
624 if( !mut->enchantments.empty() ) {
626 }
627}
void apply_mods(const trait_id &mut, bool add_remove)
Applies stat mods to character.
Definition: mutation.cpp:206
std::vector< enchantment_id > enchantments
mutation enchantments
Definition: mutation.h:253

References apply_mods(), mutation_branch::enchantments, Creature::mod_moves(), my_mutations, string_id< T >::obj(), recalc_sight_limits(), recalculate_enchantment_cache(), switch_mutations(), and mutation_branch::transform.

Referenced by player::power_mutations(), and player::power_mutations_ui().

◆ deal_damage()

dealt_damage_instance Character::deal_damage ( Creature source,
bodypart_id  bp,
const damage_instance d 
)
overridevirtual

Calls Creature::deal_damage and handles damaged effects (waking up, etc.)

Dexterity increases chance to avoid being grabbed

Reimplemented from Creature.

Definition at line 8437 of file character.cpp.

8439{
8440 if( has_trait( trait_DEBUG_NODMG ) ) {
8441 return dealt_damage_instance();
8442 }
8443
8444 const body_part bp_token = bp->token;
8445 if( bp_token == num_bp ) {
8446 debugmsg( "Wacky bodypart hit!" );
8447 return dealt_damage_instance();
8448 }
8449
8450 //damage applied here
8451 dealt_damage_instance dealt_dams = Creature::deal_damage( source, bp, d );
8452 //block reduction should be by applied this point
8453 int dam = dealt_dams.total_damage();
8454
8455 // TODO: Pre or post blit hit tile onto "this"'s location here
8456 if( dam > 0 && g->u.sees( pos() ) ) {
8457 g->draw_hit_player( *this, dam );
8458
8459 if( is_player() && source ) {
8460 //monster hits player melee
8461 SCT.add( point( posx(), posy() ),
8462 direction_from( point_zero, point( posx() - source->posx(), posy() - source->posy() ) ),
8463 get_hp_bar( dam, get_hp_max( bp ) ).first, m_bad, body_part_name( bp ), m_neutral );
8464 }
8465 }
8466
8467 // handle snake artifacts
8468 if( has_artifact_with( AEP_SNAKES ) && dam >= 6 ) {
8469 const int snakes = dam / 6;
8470 int spawned = 0;
8471 for( int i = 0; i < snakes; i++ ) {
8472 if( monster *const snake = g->place_critter_around( mon_shadow_snake, pos(), 1 ) ) {
8473 snake->friendly = -1;
8474 spawned++;
8475 }
8476 }
8477 if( spawned == 1 ) {
8478 add_msg( m_warning, _( "A snake sprouts from your body!" ) );
8479 } else if( spawned >= 2 ) {
8480 add_msg( m_warning, _( "Some snakes sprout from your body!" ) );
8481 }
8482 }
8483
8484 // And slimespawners too
8485 if( ( has_trait( trait_SLIMESPAWNER ) ) && ( dam >= 10 ) && one_in( 20 - dam ) ) {
8486 if( monster *const slime = g->place_critter_around( mon_player_blob, pos(), 1 ) ) {
8487 slime->friendly = -1;
8488 add_msg_if_player( m_warning, _( "Slime is torn from you, and moves on its own!" ) );
8489 }
8490 }
8491
8492 //Acid blood effects.
8493 bool u_see = g->u.sees( *this );
8494 int cut_dam = dealt_dams.type_damage( DT_CUT );
8495 if( source && has_trait( trait_ACIDBLOOD ) && !one_in( 3 ) &&
8496 ( dam >= 4 || cut_dam > 0 ) && ( rl_dist( g->u.pos(), source->pos() ) <= 1 ) ) {
8497 if( is_player() ) {
8498 add_msg( m_good, _( "Your acidic blood splashes %s in mid-attack!" ),
8499 source->disp_name() );
8500 } else if( u_see ) {
8501 add_msg( _( "%1$s's acidic blood splashes on %2$s in mid-attack!" ),
8502 disp_name(), source->disp_name() );
8503 }
8504 damage_instance acidblood_damage;
8505 acidblood_damage.add_damage( DT_ACID, rng( 4, 16 ) );
8506 if( !one_in( 4 ) ) {
8507 source->deal_damage( this, bodypart_id( "arm_l" ), acidblood_damage );
8508 source->deal_damage( this, bodypart_id( "arm_r" ), acidblood_damage );
8509 } else {
8510 source->deal_damage( this, bodypart_id( "torso" ), acidblood_damage );
8511 source->deal_damage( this, bodypart_id( "head" ), acidblood_damage );
8512 }
8513 }
8514
8515 int recoil_mul = 100;
8516
8517 if( bp == bodypart_id( "eyes" ) ) {
8518 if( dam > 5 || cut_dam > 0 ) {
8519 const time_duration minblind = std::max( 1_turns, 1_turns * ( dam + cut_dam ) / 10 );
8520 const time_duration maxblind = std::min( 5_turns, 1_turns * ( dam + cut_dam ) / 4 );
8521 add_effect( effect_blind, rng( minblind, maxblind ) );
8522 }
8523 } else if( bp == bodypart_id( "hand_l" ) || bp == bodypart_id( "arm_l" ) ||
8524 bp == bodypart_id( "hand_r" ) || bp == bodypart_id( "arm_r" ) ) {
8525 recoil_mul = 200;
8526 } else if( bp == bodypart_id( "num_bp" ) ) {
8527 debugmsg( "Wacky body part hit!" );
8528 }
8529
8530
8531
8532 // TODO: Scale with damage in a way that makes sense for power armors, plate armor and naked skin.
8533 recoil += recoil_mul * weapon.volume() / 250_ml;
8534 recoil = std::min( MAX_RECOIL, recoil );
8535 //looks like this should be based off of dealt damages, not d as d has no damage reduction applied.
8536 // Skip all this if the damage isn't from a creature. e.g. an explosion.
8537 if( source != nullptr ) {
8538 if( source->has_flag( MF_GRABS ) && !source->is_hallucination() &&
8539 !source->has_effect( effect_grabbing ) ) {
8540 /** @EFFECT_DEX increases chance to avoid being grabbed */
8541
8542 if( has_grab_break_tec() && ( rng( 0, get_dex() ) > rng( 0, 10 ) ) ) {
8543 if( has_effect( effect_grabbed ) ) {
8544 add_msg_if_player( m_warning, _( "The %s tries to grab you as well, but you bat it away!" ),
8545 source->disp_name() );
8546 } else {
8547 add_msg_player_or_npc( m_info, _( "The %s tries to grab you, but you break its grab!" ),
8548 _( "The %s tries to grab <npcname>, but they break its grab!" ),
8549 source->disp_name() );
8550 }
8551 } else {
8552 int prev_effect = get_effect_int( effect_grabbed );
8553 add_effect( effect_grabbed, 2_turns, bp_torso, prev_effect + 2 );
8554 source->add_effect( effect_grabbing, 2_turns );
8555 add_msg_player_or_npc( m_bad, _( "You are grabbed by %s!" ), _( "<npcname> is grabbed by %s!" ),
8556 source->disp_name() );
8557 }
8558 }
8559 }
8560
8561 if( get_option<bool>( "FILTHY_WOUNDS" ) ) {
8562 int sum_cover = 0;
8563 for( const item &i : worn ) {
8564 if( i.covers( bp->token ) && i.is_filthy() ) {
8565 sum_cover += i.get_coverage();
8566 }
8567 }
8568
8569 // Chance of infection is damage (with cut and stab x4) * sum of coverage on affected body part, in percent.
8570 // i.e. if the body part has a sum of 100 coverage from filthy clothing,
8571 // each point of damage has a 1% change of causing infection.
8572 if( sum_cover > 0 ) {
8573 const int cut_type_dam = dealt_dams.type_damage( DT_CUT ) + dealt_dams.type_damage( DT_STAB );
8574 const int combined_dam = dealt_dams.type_damage( DT_BASH ) + ( cut_type_dam * 4 );
8575 const int infection_chance = ( combined_dam * sum_cover ) / 100;
8576 if( x_in_y( infection_chance, 100 ) ) {
8577 if( has_effect( effect_bite, bp->token ) ) {
8578 add_effect( effect_bite, 40_minutes, bp->token );
8579 } else if( has_effect( effect_infected, bp->token ) ) {
8580 add_effect( effect_infected, 25_minutes, bp->token );
8581 } else {
8582 add_effect( effect_bite, 1_turns, bp->token );
8583 }
8584 add_msg_if_player( _( "Filth from your clothing has implanted deep in the wound." ) );
8585 }
8586 }
8587 }
8588
8589 on_hurt( source );
8590 return dealt_dams;
8591}
static const efftype_id effect_blind("blind")
static const trait_id trait_SLIMESPAWNER("SLIMESPAWNER")
static const mtype_id mon_player_blob("mon_player_blob")
static const efftype_id effect_grabbing("grabbing")
static const mtype_id mon_shadow_snake("mon_shadow_snake")
static const efftype_id effect_grabbed("grabbed")
bool has_grab_break_tec() const override
Returns true if the player has a grab breaking technique available.
virtual int posy() const =0
virtual std::string disp_name(bool possessive=false, bool capitalize_first=false) const =0
virtual const tripoint & pos() const =0
virtual dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &dam)
Deals the damage via an attack.
Definition: creature.cpp:873
virtual bool has_flag(const m_flag) const
Definition: creature.h:482
virtual int get_hp_max() const
Definition: creature.cpp:1663
virtual int posx() const =0
direction direction_from(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:540
@ AEP_SNAKES
Definition: enums.h:109
@ MF_GRABS
Definition: mtype.h:76
bool snake(const tripoint &p, Creature *c, item *i)
Definition: trapfunc.cpp:1424
static constexpr point point_zero
Definition: point.h:274
void add_damage(damage_type dt, float amt, float arpen=0.0f, float arpen_mult=1.0f, float dmg_mult=1.0f)
Adds damage to the instance.
Definition: damage.cpp:41
int type_damage(damage_type dt) const
Definition: damage.cpp:172
int total_damage() const
Definition: damage.cpp:180

References _, scrollingcombattext::add(), damage_instance::add_damage(), Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SNAKES, body_part_name(), bp_torso, Creature::deal_damage(), debugmsg, direction_from(), Creature::disp_name(), disp_name(), DT_ACID, DT_BASH, DT_CUT, DT_STAB, effect_bite, effect_blind, effect_grabbed, effect_grabbing, effect_infected, g, get_dex(), Creature::get_effect_int(), get_hp_bar(), Creature::get_hp_max(), has_artifact_with(), Creature::has_effect(), Creature::has_flag(), has_grab_break_tec(), has_trait(), Creature::is_hallucination(), Creature::is_player(), m_bad, m_good, m_info, m_neutral, m_warning, MAX_RECOIL, MF_GRABS, mon_player_blob, mon_shadow_snake, num_bp, on_hurt(), one_in(), point_zero, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), recoil, rl_dist(), rng(), SCT, trapfunc::snake(), dealt_damage_instance::total_damage(), trait_ACIDBLOOD, trait_DEBUG_NODMG, trait_SLIMESPAWNER, dealt_damage_instance::type_damage(), item::volume(), weapon, worn, and x_in_y().

Referenced by mattack::bio_op_impale(), mattack::bio_op_takedown(), map::burn_body_part(), map::crush(), trapfunc::dissector(), explosion_handler::do_blast(), map::drop_furniture(), eff_fun_onfire(), trapfunc::goo(), hitall(), player::impact(), player::knock_back_to(), game::knockback(), trapfunc::lava(), melee_special_effects(), petfood(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), map::player_in_field(), smash(), trapfunc::snare_heavy(), and mattack::thrown_by_judo().

◆ defer_move()

bool Character::defer_move ( const tripoint next)

Definition at line 10517 of file character.cpp.

10518{
10519 // next must be adjacent to current pos
10520 if( square_dist( next, pos() ) != 1 ) {
10521 return false;
10522 }
10523 // next must be adjacent to subsequent move in any preexisting automove route
10524 if( has_destination() && square_dist( auto_move_route.front(), next ) != 1 ) {
10525 return false;
10526 }
10527 auto_move_route.insert( auto_move_route.begin(), next );
10529 return true;
10530}
bool has_destination() const
int square_dist(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:505

References auto_move_route, has_destination(), next_expected_position, pos(), and square_dist().

Referenced by avatar_action::move().

◆ did_hit()

void Character::did_hit ( Creature target)

Definition at line 8370 of file character.cpp.

8371{
8372 enchantment_cache->cast_hit_you( *this, target );
8373}

References enchantment_cache.

Referenced by melee_attack().

◆ die()

void Character::die ( Creature killer)
overridevirtual

Empty function.

Should always be overwritten by the appropriate player/NPC/monster version.

Implements Creature.

Reimplemented in npc.

Definition at line 3453 of file character.cpp.

3454{
3455 g->set_critter_died();
3456 set_killer( nkiller );
3458 if( has_effect( effect_lightsnare ) ) {
3461 }
3462 if( has_effect( effect_heavysnare ) ) {
3465 }
3466 if( has_effect( effect_beartrap ) ) {
3468 }
3470}
static const itype_id itype_string_36("string_36")
static const efftype_id effect_lightsnare("lightsnare")
static const itype_id itype_snare_trigger("snare_trigger")
static const itype_id itype_beartrap("beartrap")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_heavysnare("heavysnare")
static const itype_id itype_rope_6("rope_6")
void set_time_died(const time_point &time)
set the turn the turn the character died if not already done
Definition: character.h:1470
void set_killer(Creature *killer)
Definition: creature.cpp:1425
static void on_creature_death(Creature &poor_dead_dude)
various callbacks from events that may affect all missions
Definition: mission.cpp:132

References inventory::add_item(), effect_beartrap, effect_heavysnare, effect_lightsnare, g, Creature::has_effect(), inv, itype_beartrap, itype_rope_6, itype_snare_trigger, itype_string_36, mission::on_creature_death(), Creature::set_killer(), set_time_died(), calendar::start_of_cataclysm, and calendar::turn.

Referenced by debug_menu::debug(), and npc::die().

◆ dismount()

void Character::dismount ( )

Definition at line 1237 of file character.cpp.

1238{
1239 if( !is_mounted() ) {
1240 add_msg( m_debug, "dismount called when not riding" );
1241 return;
1242 }
1243 if( const cata::optional<tripoint> pnt = choose_adjacent( _( "Dismount where?" ) ) ) {
1244 if( !g->is_empty( *pnt ) ) {
1245 add_msg( m_warning, _( "You cannot dismount there!" ) );
1246 return;
1247 }
1249 monster *critter = mounted_creature.get();
1250 critter->mounted_player_id = character_id();
1251 if( critter->has_flag( MF_RIDEABLE_MECH ) && !critter->type->mech_weapon.is_empty() &&
1252 weapon.typeId() == critter->type->mech_weapon ) {
1254 }
1255 if( is_avatar() && g->u.get_grab_type() != OBJECT_NONE ) {
1256 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1257 g->u.grab( OBJECT_NONE );
1258 }
1259 critter->remove_effect( effect_ridden );
1260 critter->add_effect( effect_ai_waiting, 5_turns );
1261 mounted_creature = nullptr;
1262 critter->mounted_player = nullptr;
1263 setpos( *pnt );
1264 mod_moves( -100 );
1266 }
1267}
static const efftype_id effect_ai_waiting("ai_waiting")
static const efftype_id effect_riding("riding")
static const efftype_id effect_ridden("ridden")
void setpos(const tripoint &p) override
Definition: character.h:856
virtual void set_movement_mode(character_movemode mode)=0
virtual bool is_avatar() const
Definition: creature.h:95
void add_effect(const efftype_id &eff_id, const time_duration &dur, const bodypart_str_id &bp, int intensity=0, bool force=false, bool deferred=false) override
Performs any monster-specific modifications to the arguments before passing to Creature::add_effect()...
Definition: monster.cpp:1807
Character * mounted_player
Definition: monster.h:458
const mtype * type
Definition: monster.h:478
character_id mounted_player_id
Definition: monster.h:459
item remove_item(item &it)
Removes and returns the item which must be contained by this instance.
Definition: visitable.cpp:564
@ OBJECT_NONE
Definition: enums.h:187
itype_id mech_weapon
If this monster is a rideable mech with built-in weapons, this is the weapons id.
Definition: mtype.h:365

References _, monster::add_effect(), add_msg(), character_id, choose_adjacent(), CMM_WALK, effect_ai_waiting, effect_ridden, effect_riding, g, monster::has_flag(), Creature::is_avatar(), string_id< T >::is_empty(), is_mounted(), m_debug, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player, monster::mounted_player_id, OBJECT_NONE, Creature::remove_effect(), visitable< Character >::remove_item(), set_movement_mode(), setpos(), monster::type, item::typeId(), and weapon.

Referenced by game::handle_action().

◆ disp_name()

std::string Character::disp_name ( bool  possessive = false,
bool  capitalize_first = false 
) const
overridevirtual

Returns either "you" or the player's name.

capitalize_first assumes that the character's name is already upper case and uses it only for possessive "your" and "you"

Implements Creature.

Definition at line 539 of file character.cpp.

540{
541 if( !possessive ) {
542 if( is_player() ) {
543 return capitalize_first ? _( "You" ) : _( "you" );
544 }
545 return name;
546 } else {
547 if( is_player() ) {
548 return capitalize_first ? _( "Your" ) : _( "your" );
549 }
550 return string_format( _( "%s's" ), name );
551 }
552}

References _, Creature::is_player(), name, and string_format().

Referenced by activity_on_turn_move_loot(), add_addiction(), iuse::artifact(), talk_function::assign_camp(), iexamine::autodoc(), best_installer(), bionics_install_failure(), activity_handlers::build_do_turn(), can_uninstall_bionic(), npc::character_danger(), game::chat(), check_and_recover_morale(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), complete_construction(), deactivate_bionic(), deal_damage(), faction_manager::display(), npc::do_npc_read(), npc::do_player_activity(), avatar::do_read(), npc::execute_action(), fetch_activity(), npc::finish_read(), talk_function::goto_location(), npc::handle_sound(), npc::heal_player(), npc::heal_self(), install_bionics(), game::list_missions(), npc::method_of_attack(), talk_function::morale_chat(), talk_function::morale_chat_activity(), npc::mutiny(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_operate(), monster::nursebot_operate(), player::on_hit(), npc::on_load(), npc::pretend_fire(), npc::pretend_heal(), monster::print_info(), npc::reach_omt_destination(), avatar::read(), game_menus::inv::read(), requirements_map(), talk_effect_fun_t::set_consume_item(), npc::set_fac(), npc::set_known_to_u(), talk_function::start_camp(), player::uncanny_dodge(), uninstall_bionic(), trading_window::update_win(), musical_instrument_actor::use(), heal_actor::use_healing_item(), and npc::use_painkiller().

◆ dispose_item()

bool Character::dispose_item ( item_location &&  obj,
const std::string &  prompt = std::string() 
)
virtual

Drop, wear, stash or otherwise try to dispose of an item consuming appropriate moves.

Parameters
objitem to dispose of
promptoptional message to display in any menu
Returns
whether the item was successfully disposed of

Reimplemented in npc.

Definition at line 7347 of file character.cpp.

7348{
7349 uilist menu;
7350 menu.text = prompt.empty() ? string_format( _( "Dispose of %s" ), obj->tname() ) : prompt;
7351
7352 using dispose_option = struct {
7353 std::string prompt;
7354 bool enabled;
7355 char invlet;
7356 int moves;
7357 std::function<bool()> action;
7358 };
7359
7360 std::vector<dispose_option> opts;
7361
7362 const bool bucket = obj->is_bucket_nonempty();
7363
7364 opts.emplace_back( dispose_option{
7365 bucket ? _( "Spill contents and store in inventory" ) : _( "Store in inventory" ),
7366 volume_carried() + obj->volume() <= volume_capacity(), '1',
7367 item_handling_cost( *obj ),
7368 [this, bucket, &obj] {
7369 if( bucket && !obj->spill_contents( *this ) )
7370 {
7371 return false;
7372 }
7373
7374 moves -= item_handling_cost( *obj );
7375 inv.add_item_keep_invlet( *obj );
7376 inv.unsort();
7377 obj.remove_item();
7378 return true;
7379 }
7380 } );
7381
7382 opts.emplace_back( dispose_option{
7383 _( "Drop item" ), true, '2', 0, [this, &obj] {
7385 obj.remove_item();
7386 return true;
7387 }
7388 } );
7389
7390 opts.emplace_back( dispose_option{
7391 bucket ? _( "Spill contents and wear item" ) : _( "Wear item" ),
7392 can_wear( *obj ).success(), '3', item_wear_cost( *obj ),
7393 [this, bucket, &obj] {
7394 if( bucket && !obj->spill_contents( *this ) )
7395 {
7396 return false;
7397 }
7398
7399 item it = *obj;
7400 obj.remove_item();
7401 return !!wear_item( it );
7402 }
7403 } );
7404
7405 for( auto &e : worn ) {
7406 if( e.can_holster( *obj ) ) {
7407 auto ptr = dynamic_cast<const holster_actor *>( e.type->get_use( "holster" )->get_actor_ptr() );
7408 opts.emplace_back( dispose_option{
7409 string_format( _( "Store in %s" ), e.tname() ), true, e.invlet,
7410 item_store_cost( *obj, e, false, ptr->draw_cost ),
7411 [this, ptr, &e, &obj] {
7412 return ptr->store( *this->as_player(), e, *obj );
7413 }
7414 } );
7415 }
7416 }
7417
7418 int w = utf8_width( menu.text, true ) + 4;
7419 for( const auto &e : opts ) {
7420 w = std::max( w, utf8_width( e.prompt, true ) + 4 );
7421 }
7422 for( auto &e : opts ) {
7423 e.prompt += std::string( w - utf8_width( e.prompt, true ), ' ' );
7424 }
7425
7426 menu.text.insert( 0, 2, ' ' ); // add space for UI hotkeys
7427 menu.text += std::string( w + 2 - utf8_width( menu.text, true ), ' ' );
7428 menu.text += _( " | Moves " );
7429
7430 for( const auto &e : opts ) {
7431 menu.addentry( -1, e.enabled, e.invlet, string_format( e.enabled ? "%s | %-7d" : "%s |",
7432 e.prompt, e.moves ) );
7433 }
7434
7435 menu.query();
7436 if( menu.ret >= 0 ) {
7437 return opts[menu.ret].action();
7438 }
7439 return false;
7440}
cata::optional< std::list< item >::iterator > wear_item(const item &to_wear, bool interactive=true)
Wear item; returns nullopt on fail, or pointer to newly worn item on success.
Definition: character.cpp:2170
int item_handling_cost(const item &it, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when handling (e.g.
Definition: character.cpp:7553
int item_wear_cost(const item &it) const
Calculate (but do not deduct) the number of moves required to wear an item.
Definition: character.cpp:7592
int item_store_cost(const item &it, const item &container, bool penalties=true, int base_cost=INVENTORY_HANDLING_PENALTY) const
Calculate (but do not deduct) the number of moves required when storing an item in a container.
Definition: character.cpp:7577
ret_val< bool > can_wear(const item &it, bool with_equip_change=false) const
Check character capable of wearing an item.
Definition: character.cpp:2923
Holster a weapon.
Definition: iuse_actor.h:843
void unsort()
Definition: inventory.cpp:226
void add_item_keep_invlet(item newit)
Definition: inventory.cpp:384
void remove_item()
Removes the selected item from the game.
bool spill_contents(Character &c)
Unloads the item's contents.
Definition: item.cpp:6894
bool is_bucket_nonempty() const
Definition: item.cpp:6591
const void * ptr(const T *p)
\rst Converts p to const void* for pointer formatting.
@ prompt
Definition: pickup.h:30

References _, action, inventory::add_item_keep_invlet(), uilist::addentry(), Creature::as_player(), can_wear(), deliberate, enabled, inv, item_handling_cost(), item_store_cost(), item_wear_cost(), Creature::moves, pickup::prompt, ptr(), put_into_vehicle_or_drop(), uilist::query(), visitable< T >::remove_item(), uilist::ret, string_format(), uilist::text, inventory::unsort(), utf8_width(), volume_capacity(), volume_carried(), wear_item(), and worn.

Referenced by activate_bionic(), item::reload(), and player::unwield().

◆ do_damage_for_bionic_failure()

void Character::do_damage_for_bionic_failure ( int  min_damage,
int  max_damage 
)

Definition at line 2354 of file bionics.cpp.

2355{
2356 std::set<bodypart_id> bp_hurt;
2357 for( const bodypart_id &bp : get_all_body_parts() ) {
2358 if( has_effect( effect_under_op, bp->token ) ) {
2359 if( bp_hurt.count( bp->main_part ) > 0 ) {
2360 continue;
2361 }
2362 bp_hurt.emplace( bp->main_part );
2363 }
2364 }
2365
2366 if( bp_hurt.empty() ) {
2367 // If no bodypart associetd with bionic- just damage torso.
2368 // Special check for power storage - it does not belong to any body part.
2369 bp_hurt.emplace( bodypart_str_id( "torso" ) );
2370 }
2371
2372 for( const bodypart_id &bp : bp_hurt ) {
2373 int damage = rng( min_damage, max_damage );
2374 int hp = get_hp( bp );
2375 if( damage >= hp && ( bp == bodypart_str_id( "head" ) || bp == bodypart_str_id( "torso" ) ) ) {
2376 add_effect( effect_infected, 1_hours, bp->token );
2377 add_msg_player_or_npc( m_bad, _( "Your %s is infected." ), _( "<npcname>'s %s is infected." ),
2379 damage = hp * 0.8f;
2380 }
2381 apply_damage( this, bp, damage, true );
2382 if( damage > 15 )
2383 add_msg_player_or_npc( m_bad, _( "Your %s is severely damaged." ),
2384 _( "<npcname>'s %s is severely damaged." ),
2386 else
2387 add_msg_player_or_npc( m_bad, _( "Your %s is damaged." ), _( "<npcname>'s %s is damaged." ),
2389
2390 }
2391}
static const efftype_id effect_under_op("under_operation")
static const efftype_id effect_infected("infected")
std::string body_part_name_accusative(body_part bp, int number)
Returns the matching accusative name of the body_part token, i.e.
Definition: bodypart.cpp:329
virtual int get_hp() const
Definition: creature.cpp:1646

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), apply_damage(), body_part_name_accusative(), effect_infected, effect_under_op, Creature::get_all_body_parts(), Creature::get_hp(), Creature::has_effect(), m_bad, and rng().

Referenced by bionics_install_failure(), and bionics_uninstall_failure().

◆ do_skill_rust()

void Character::do_skill_rust ( )
protected

Definition at line 3503 of file character.cpp.

3504{
3505 const int rust_rate_tmp = rust_rate();
3506 static const std::string PRED2( "PRED2" );
3507 static const std::string PRED3( "PRED3" );
3508 static const std::string PRED4( "PRED4" );
3509 for( std::pair<const skill_id, SkillLevel> &pair : *_skills ) {
3510 const Skill &aSkill = *pair.first;
3511 SkillLevel &skill_level_obj = pair.second;
3512
3513 if( aSkill.is_combat_skill() &&
3514 ( ( has_trait_flag( PRED2 ) && calendar::once_every( 8_hours ) ) ||
3515 ( has_trait_flag( PRED3 ) && calendar::once_every( 4_hours ) ) ||
3516 ( has_trait_flag( PRED4 ) && calendar::once_every( 3_hours ) ) ) ) {
3517 // Their brain is optimized to remember this
3518 if( one_in( 13 ) ) {
3519 // They've already passed the roll to avoid rust at
3520 // this point, but print a message about it now and
3521 // then.
3522 //
3523 // 13 combat skills.
3524 // This means PRED2/PRED3/PRED4 think of hunting on
3525 // average every 8/4/3 hours, enough for immersion
3526 // without becoming an annoyance.
3527 //
3528 add_msg_if_player( _( "Your heart races as you recall your most recent hunt." ) );
3529 mod_stim( 1 );
3530 }
3531 continue;
3532 }
3533
3534 const bool charged_bio_mem = get_power_level() > 25_J && has_active_bionic( bio_memory );
3535 const int oldSkillLevel = skill_level_obj.level();
3536 if( skill_level_obj.rust( charged_bio_mem, rust_rate_tmp ) ) {
3538 _( "Your knowledge of %s begins to fade, but your memory banks retain it!" ), aSkill.name() );
3539 mod_power_level( -25_J );
3540 }
3541 const int newSkill = skill_level_obj.level();
3542 if( newSkill < oldSkillLevel ) {
3543 add_msg_if_player( m_bad, _( "Your skill in %s has reduced to %d!" ), aSkill.name(), newSkill );
3544 }
3545 }
3546}
pimpl< SkillLevelMap > _skills
Definition: character.h:2161
bool has_trait_flag(const std::string &b) const
Returns true if player has a trait with a flag.
Definition: mutation.cpp:108
int rust_rate() const
Returns the player's skill rust rate.
Definition: character.cpp:3371
void mod_stim(int mod)
Definition: character.cpp:7152
int level() const
Definition: skill.h:125
bool rust(bool charged_bio_mem, int character_rate)
Definition: skill.cpp:256
Definition: skill.h:33
std::string name() const
Definition: skill.h:68
bool is_combat_skill() const
Definition: skill.cpp:198

References _, _skills, Creature::add_msg_if_player(), bio_memory, get_power_level(), has_active_bionic(), has_trait_flag(), Skill::is_combat_skill(), SkillLevel::level(), m_bad, m_warning, mod_power_level(), mod_stim(), Skill::name(), calendar::once_every(), one_in(), SkillLevel::rust(), and rust_rate().

Referenced by update_body().

◆ drench()

void Character::drench ( int  saturation,
const body_part_set flags,
bool  ignore_waterproof 
)

Drenches the player with water, saturation is the percent gotten wet.

Definition at line 1755 of file suffer.cpp.

1756{
1757 if( saturation < 1 ) {
1758 return;
1759 }
1760
1761 // OK, water gets in your AEP suit or whatever. It wasn't built to keep you dry.
1763 ( !ignore_waterproof && is_waterproof( flags ) ) ) {
1764 return;
1765 }
1766
1767 // Make the body wet
1768 for( const body_part bp : all_body_parts ) {
1769 // Different body parts have different size, they can only store so much water
1770 int bp_wetness_max = 0;
1771 if( flags.test( bp ) ) {
1772 bp_wetness_max = drench_capacity[bp];
1773 }
1774
1775 if( bp_wetness_max == 0 ) {
1776 continue;
1777 }
1778 // Different sources will only make the bodypart wet to a limit
1779 int source_wet_max = saturation * bp_wetness_max * 2 / 100;
1780 int wetness_increment = ignore_waterproof ? 100 : 2;
1781 // Respect maximums
1782 const int wetness_max = std::min( source_wet_max, bp_wetness_max );
1783 if( body_wetness[bp] < wetness_max ) {
1784 body_wetness[bp] = std::min( wetness_max, body_wetness[bp] + wetness_increment );
1785 }
1786 }
1787
1790 get_value( "waterproof_scent" ).empty() ) {
1791 add_msg_if_player( m_info, _( "The water wash away the scent." ) );
1792 restore_scent();
1793 }
1794
1795 if( is_weak_to_water() ) {
1796 add_msg_if_player( m_bad, _( "You feel the water burning your skin." ) );
1797 }
1798
1799 // Remove onfire effect
1800 if( saturation > 10 || x_in_y( saturation, 10 ) ) {
1802 }
1803}
bool is_waterproof(const body_part_set &parts) const
Definition: character.cpp:8971
bool is_weak_to_water() const
Definition: mutation.cpp:414
void restore_scent()
restore scent after masked_scent effect run out or is removed by water
Definition: character.cpp:8742
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const efftype_id effect_masked_scent("masked_scent")
static const trait_id trait_SHELL2("SHELL2")
static const efftype_id effect_onfire("onfire")

References _, Creature::add_msg_if_player(), all_body_parts, body_wetness, bp_torso, drench_capacity, effect_masked_scent, effect_onfire, Creature::get_value(), has_active_mutation(), Creature::has_effect(), has_trait(), is_waterproof(), is_weak_to_water(), m_bad, m_info, Creature::remove_effect(), restore_scent(), body_part_set::test(), trait_DEBUG_NOTEMP, trait_SHELL2, and x_in_y().

Referenced by player::pause(), game::place_player(), and avatar_action::swim().

◆ drench_mut_calc()

void Character::drench_mut_calc ( )

Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)

Definition at line 7925 of file character.cpp.

7926{
7927 for( const body_part bp : all_body_parts ) {
7928 int ignored = 0;
7929 int neutral = 0;
7930 int good = 0;
7931
7932 for( const trait_id &iter : get_mutations() ) {
7933 const mutation_branch &mdata = iter.obj();
7934 const auto wp_iter = mdata.protection.find( bp );
7935 if( wp_iter != mdata.protection.end() ) {
7936 ignored += wp_iter->second.x;
7937 neutral += wp_iter->second.y;
7938 good += wp_iter->second.z;
7939 }
7940 }
7941
7942 mut_drench[bp][WT_GOOD] = good;
7944 mut_drench[bp][WT_IGNORED] = ignored;
7945 }
7946}
@ good
Item should display as green.
std::map< body_part, tripoint > protection
Definition: mutation.h:284

References all_body_parts, get_mutations(), good, mut_drench, neutral, mutation_branch::protection, WT_GOOD, WT_IGNORED, and WT_NEUTRAL.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ drop() [1/2]

void Character::drop ( const drop_locations what,
const tripoint target,
bool  stash = false 
)
virtual

Reimplemented in npc.

Definition at line 2508 of file character.cpp.

2510{
2511 if( what.empty() ) {
2512 return;
2513 }
2514
2515 if( rl_dist( pos(), target ) > 1 || !( stash || g->m.can_put_items( target ) ) ) {
2516 add_msg_player_or_npc( m_info, _( "You can't place items here!" ),
2517 _( "<npcname> can't place items here!" ) );
2518 return;
2519 }
2520
2521 if( stash ) {
2522 assign_activity( stash_activity_actor( *this, what, target - pos() ) );
2523 } else {
2524 assign_activity( drop_activity_actor( *this, what, false, target - pos() ) );
2525 }
2526}

References _, Creature::add_msg_player_or_npc(), assign_activity(), g, m_info, pos(), and rl_dist().

◆ drop() [2/2]

void Character::drop ( item_location  loc,
const tripoint where 
)

Drops an item to the specified location.

Definition at line 2493 of file character.cpp.

2494{
2495 item &oThisItem = *loc;
2496 if( is_wielding( oThisItem ) ) {
2497 const auto ret = can_unwield( *loc );
2498
2499 if( !ret.success() ) {
2500 add_msg( m_info, "%s", ret.c_str() );
2501 return;
2502 }
2503 }
2504
2505 drop( { drop_location( loc, loc->count() ) }, where );
2506}
bool is_wielding(const item &target) const
Definition: character.cpp:3216
void drop(item_location loc, const tripoint &where)
Drops an item to the specified location.
Definition: character.cpp:2493
iuse_location drop_location

References add_msg(), can_unwield(), item::count(), drop(), is_wielding(), m_info, and cata::hash64_detail::ret.

Referenced by game::drop(), npc::drop(), drop(), game::drop_in_direction(), harvest_common(), i_add_or_drop(), game::inventory_item_menu(), suffer_from_schizophrenia(), and player::takeoff().

◆ drop_invalid_inventory()

void Character::drop_invalid_inventory ( )

Definition at line 3179 of file character.cpp.

3180{
3181 bool dropped_liquid = false;
3182 for( const std::list<item> *stack : inv.const_slice() ) {
3183 const item &it = stack->front();
3184 if( it.made_of( LIQUID ) ) {
3185 dropped_liquid = true;
3186 g->m.add_item_or_charges( pos(), it );
3187 // must be last
3188 i_rem( &it );
3189 }
3190 }
3191 if( dropped_liquid ) {
3192 add_msg_if_player( m_bad, _( "Liquid from your inventory has leaked onto the ground." ) );
3193 }
3194
3195 if( volume_carried() > volume_capacity() ) {
3196 auto items_to_drop = inv.remove_randomly_by_volume( volume_carried() - volume_capacity() );
3198 }
3199}
std::list< item > remove_randomly_by_volume(const units::volume &volume)
Randomly select items until the volume quota is filled.
Definition: inventory.cpp:748
const_invslice const_slice() const
Definition: inventory.cpp:142
@ LIQUID
Definition: enums.h:175

References _, Creature::add_msg_if_player(), inventory::const_slice(), g, i_rem(), inv, LIQUID, m_bad, item::made_of(), pos(), put_into_vehicle_or_drop(), inventory::remove_randomly_by_volume(), tumbling, volume_capacity(), and volume_carried().

Referenced by absorb_hit(), player_activity::do_turn(), npc::execute_action(), player::process_turn(), and npc_trading::trade().

◆ effective_dispersion()

int Character::effective_dispersion ( int  dispersion) const
Perception penalizes sight dispersion when low.

Definition at line 560 of file character.cpp.

561{
562 /** @EFFECT_PER penalizes sight dispersion when low. */
563 dispersion += ranged_per_mod();
564
565 dispersion += encumb( bp_eyes ) / 2;
566
567 return std::max( dispersion, 0 );
568}
virtual int ranged_per_mod() const
Definition: character.cpp:4119

References bp_eyes, encumb(), and ranged_per_mod().

Referenced by get_aim_types(), get_fastest_sight(), get_most_accurate_sight(), player::gun_value(), target_ui::panel_recoil(), print_aim(), and target_ui::run().

◆ empty_skills()

void Character::empty_skills ( )

Definition at line 2828 of file newcharacter.cpp.

2829{
2830 for( auto &sk : *_skills ) {
2831 sk.second.level( 0 );
2832 }
2833}

References _skills.

Referenced by reset_scenario().

◆ encumb()

◆ enforce_minimum_healing()

void Character::enforce_minimum_healing ( )

Definition at line 4594 of file character.cpp.

4595{
4596 for( const bodypart_id &bp : get_all_body_parts() ) {
4597 if( get_part_healed_total( bp ) <= 0 ) {
4598 heal( bp, 1 );
4599 }
4600 set_part_healed_total( bp, 0 );
4601 }
4602}
void heal(const bodypart_id &healed, int dam)
Heals a body_part for dam.
Definition: character.cpp:8618
void set_part_healed_total(const bodypart_id &id, int set)
Definition: creature.cpp:1579
int get_part_healed_total(const bodypart_id &id) const
Definition: creature.cpp:1564

References Creature::get_all_body_parts(), Creature::get_part_healed_total(), heal(), and Creature::set_part_healed_total().

Referenced by update_body().

◆ enough_power_for()

bool Character::enough_power_for ( const bionic_id bid) const

Definition at line 2008 of file character.cpp.

2009{
2010 return power_level >= bid->power_activate;
2011}
units::energy power_level
Definition: character.h:2232

References bionic_data::power_activate, and power_level.

Referenced by activate_bionic(), and iexamine::fireplace().

◆ enumerate_unmet_requirements()

std::string Character::enumerate_unmet_requirements ( const item it,
const item context = item() 
) const

Returns a string of missed requirements (both stats and skills)

Definition at line 3347 of file character.cpp.

3348{
3349 std::vector<std::string> unmet_reqs;
3350
3351 const auto check_req = [ &unmet_reqs ]( const std::string & name, int cur, int req ) {
3352 if( cur < req ) {
3353 unmet_reqs.push_back( string_format( "%s %d", name, req ) );
3354 }
3355 };
3356
3357 check_req( _( "strength" ), get_str(), it.get_min_str() );
3358 check_req( _( "dexterity" ), get_dex(), it.type->min_dex );
3359 check_req( _( "intelligence" ), get_int(), it.type->min_int );
3360 check_req( _( "perception" ), get_per(), it.type->min_per );
3361
3362 for( const auto &elem : it.type->min_skills ) {
3363 check_req( context.contextualize_skill( elem.first )->name(),
3364 get_skill_level( elem.first, context ),
3365 elem.second );
3366 }
3367
3368 return enumerate_as_string( unmet_reqs );
3369}
int get_min_str() const
Definition: item.cpp:9867
skill_id contextualize_skill(const skill_id &id) const
Puts the skill in context of the item.
Definition: item.cpp:9789
int min_dex
Definition: itype.h:930
int min_int
Definition: itype.h:931
int min_per
Definition: itype.h:932
std::map< skill_id, int > min_skills
Definition: itype.h:928

References _, item::contextualize_skill(), enumerate_as_string(), get_dex(), get_int(), item::get_min_str(), get_per(), get_skill_level(), get_str(), itype::min_dex, itype::min_int, itype::min_per, itype::min_skills, name, Skill::name(), string_format(), and item::type.

Referenced by can_use(), and gunmod_inventory_preset::get_denial().

◆ env_surgery_bonus()

float Character::env_surgery_bonus ( int  radius)

Calculate skill bonus from tiles in radius.

Definition at line 2234 of file bionics.cpp.

2235{
2236 float bonus = 1.0;
2237 for( const tripoint &cell : g->m.points_in_radius( pos(), radius ) ) {
2238 if( g->m.furn( cell )->surgery_skill_multiplier ) {
2239 bonus = std::max( bonus, *g->m.furn( cell )->surgery_skill_multiplier );
2240 }
2241 }
2242 return bonus;
2243}

References g, and pos().

Referenced by bionics_adjusted_skill().

◆ exclusive_flag_coverage()

body_part_set Character::exclusive_flag_coverage ( const std::string &  flag) const

Bitset of all the body parts covered only with items with flag (or nothing)

Definition at line 4028 of file character.cpp.

4029{
4031
4032 for( const auto &elem : worn ) {
4033 if( !elem.has_flag( flag ) ) {
4034 // Unset the parts covered by this item
4035 ret &= ~elem.get_covered_body_parts();
4036 }
4037 }
4038
4039 return ret;
4040}
static body_part_set all()
Definition: bodypart.h:233

References body_part_set::all(), cata::hash64_detail::ret, and worn.

Referenced by apply_wetness_morale(), mut_cbm_encumb(), mutation_attacks(), player::reset_stats(), and swim_speed().

◆ expose_to_disease()

void Character::expose_to_disease ( diseasetype_id  dis_type)

Determine if character is susceptible to dis_type and if so apply the symptoms.

Definition at line 1613 of file character.cpp.

1614{
1615 const cata::optional<int> &healt_thresh = dis_type->health_threshold;
1616 if( healt_thresh && healt_thresh.value() < get_healthy() ) {
1617 return;
1618 }
1619 const std::set<body_part> &bps = dis_type->affected_bodyparts;
1620 if( !bps.empty() ) {
1621 for( const body_part &bp : bps ) {
1622 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), bp,
1623 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1624 }
1625 } else {
1626 add_effect( dis_type->symptoms, rng( dis_type->min_duration, dis_type->max_duration ), num_bp,
1627 rng( dis_type->min_intensity, dis_type->max_intensity ) );
1628 }
1629}
virtual int get_healthy() const
Getters for health values exclusive to characters.
Definition: character.cpp:4125
time_duration min_duration
Definition: disease.h:26
cata::optional< int > health_threshold
If not empty this sets the health threshold above which you're immune to the disease.
Definition: disease.h:33
int max_intensity
Definition: disease.h:29
efftype_id symptoms
effect applied by this disease
Definition: disease.h:35
std::set< body_part > affected_bodyparts
Affected body parts.
Definition: disease.h:31
int min_intensity
Definition: disease.h:28
time_duration max_duration
Definition: disease.h:27

References Creature::add_effect(), disease_type::affected_bodyparts, get_healthy(), disease_type::health_threshold, disease_type::max_duration, disease_type::max_intensity, disease_type::min_duration, disease_type::min_intensity, num_bp, rng(), disease_type::symptoms, and cata::optional< T >::value().

Referenced by player::eat().

◆ extended_description()

std::string Character::extended_description ( ) const
overridevirtual

Implements Creature.

Reimplemented in npc.

Definition at line 6591 of file character.cpp.

6592{
6593 std::string ss;
6594 if( is_player() ) {
6595 // <bad>This is me, <player_name>.</bad>
6596 ss += string_format( _( "This is you - %s." ), name );
6597 } else {
6598 ss += string_format( _( "This is %s, %s" ), name, male ? _( "male" ) : _( "female" ) );
6599 }
6600
6601 ss += "\n--\n";
6602
6603 const std::vector<bodypart_id> &bps = get_all_body_parts( true );
6604 // Find length of bp names, to align
6605 // accumulate looks weird here, any better function?
6606 int longest = std::accumulate( bps.begin(), bps.end(), 0,
6607 []( int m, bodypart_id bp ) {
6608 return std::max( m, utf8_width( body_part_name_as_heading( bp->token, 1 ) ) );
6609 } );
6610
6611 // This is a stripped-down version of the body_window function
6612 // This should be extracted into a separate function later on
6613 for( const bodypart_id &bp : bps ) {
6614 // Hide appendix from the player
6615 if( bp->id.str() == "num_bp" ) {
6616 continue;
6617 }
6618 const std::string &bp_heading = body_part_name_as_heading( bp->token, 1 );
6619
6620 const nc_color state_col = limb_color( bp, true, true, true );
6621 nc_color name_color = state_col;
6622 std::pair<std::string, nc_color> hp_bar = get_hp_bar( get_part_hp_cur( bp ), get_part_hp_max( bp ),
6623 false );
6624
6625 ss += colorize( left_justify( bp_heading, longest ), name_color );
6626 ss += colorize( hp_bar.first, hp_bar.second );
6627 // Trailing bars. UGLY!
6628 // TODO: Integrate into get_hp_bar somehow
6629 ss += colorize( std::string( 5 - utf8_width( hp_bar.first ), '.' ), c_white );
6630 ss += "\n";
6631 }
6632
6633 ss += "--\n";
6634 ss += _( "Wielding:" ) + std::string( " " );
6635 if( weapon.is_null() ) {
6636 ss += _( "Nothing" );
6637 } else {
6638 ss += weapon.tname();
6639 }
6640
6641 ss += "\n";
6642 ss += _( "Wearing:" ) + std::string( " " );
6643 ss += enumerate_as_string( worn.begin(), worn.end(), []( const item & it ) {
6644 return it.tname();
6645 } );
6646
6647 return replace_colors( ss );
6648}
std::string left_justify(const std::string &str, const int width, const bool ignore_tags)
bool male
Definition: character.h:1569
std::string replace_colors(std::string text)
Replace special color tags (e.g.

References _, body_part_name_as_heading(), c_white, colorize(), enumerate_as_string(), Creature::get_all_body_parts(), get_hp_bar(), Creature::get_part_hp_cur(), Creature::get_part_hp_max(), int_id< T >::id(), item::is_null(), Creature::is_player(), left_justify(), limb_color(), male, name, replace_colors(), string_format(), item::tname(), utf8_width(), weapon, and worn.

Referenced by npc::extended_description().

◆ extraEncumbrance()

int Character::extraEncumbrance ( layer_level  level,
int  bp 
) const

Get encumbrance penalty per layer & body part.

Definition at line 3661 of file character.cpp.

3662{
3663 return encumbrance_cache[bp].layer_penalty_details[static_cast<int>( level )].total;
3664}

References encumbrance_cache.

◆ fall_asleep() [1/2]

void Character::fall_asleep ( )

Adds "sleep" to the player.

Definition at line 9248 of file character.cpp.

9249{
9250 // Communicate to the player that he is using items on the floor
9251 std::string item_name = is_snuggling();
9252 if( item_name == "many" ) {
9253 if( one_in( 15 ) ) {
9254 add_msg_if_player( _( "You nestle your pile of clothes for warmth." ) );
9255 } else {
9256 add_msg_if_player( _( "You use your pile of clothes for warmth." ) );
9257 }
9258 } else if( item_name != "nothing" ) {
9259 if( one_in( 15 ) ) {
9260 add_msg_if_player( _( "You snuggle your %s to keep warm." ), item_name );
9261 } else {
9262 add_msg_if_player( _( "You use your %s to keep warm." ), item_name );
9263 }
9264 }
9266 if( get_stored_kcal() > max_stored_kcal() - bmr() / 4 &&
9268 if( is_avatar() ) {
9269 g->memorial().add( pgettext( "memorial_male", "Entered hibernation." ),
9270 pgettext( "memorial_female", "Entered hibernation." ) );
9271 }
9272
9273 add_msg_if_player( _( "You enter hibernation." ) );
9274 fall_asleep( 7_days );
9275 } else {
9277 _( "You need to be nearly full of food and water to enter hibernation." ) );
9278 }
9279 }
9280
9281 fall_asleep( 10_hours ); // default max sleep time.
9282}
static const trait_id trait_HIBERNATE("HIBERNATE")
int bmr() const
Definition: character.cpp:6947
std::string is_snuggling() const
Checks to see if the player is using floor items to keep warm, and return the name of one such item i...
Definition: character.cpp:9301

References _, Creature::add_msg_if_player(), bmr(), fall_asleep(), g, get_stored_kcal(), get_thirst(), has_active_mutation(), Creature::is_avatar(), is_snuggling(), m_bad, max_stored_kcal(), one_in(), pgettext(), thirsty, and trait_HIBERNATE.

Referenced by check_needs_extremes(), fall_asleep(), iexamine::flower_poppy(), player::hardcoded_effects(), introduce_into_anesthesia(), marloss_common(), iuse::mycus(), player::process_one_effect(), suffer_from_stimulants(), suffer_while_awake(), try_reject_mutagen(), activity_handlers::try_sleep_do_turn(), and mutagen_iv_actor::use().

◆ fall_asleep() [2/2]

void Character::fall_asleep ( const time_duration duration)

Definition at line 9284 of file character.cpp.

9285{
9286 if( activity ) {
9287 if( activity.id() == ACT_TRY_SLEEP ) {
9289 } else {
9291 }
9292 }
9293 add_effect( effect_sleep, duration );
9294}
void cancel_activity()
Definition: character.cpp:9208
void set_to_null()
This replaces the former usage act.type = ACT_NULL

References ACT_TRY_SLEEP, activity, Creature::add_effect(), cancel_activity(), effect_sleep, player_activity::id(), and player_activity::set_to_null().

◆ feed_furnace_with()

bool Character::feed_furnace_with ( item it)

Definition at line 1337 of file consumption.cpp.

1338{
1339 if( !can_feed_furnace_with( it ) ) {
1340 return false;
1341 }
1342 if( it.is_favorite &&
1343 !g->u.query_yn( _( "Are you sure you want to eat your favorited %s?" ), it.tname() ) ) {
1344 return false;
1345 }
1346
1347 const int consumed_charges = std::min( it.charges, it.charges_per_volume( furnace_max_volume ) );
1349
1350 if( energy == 0 ) {
1352 _( "You digest your %s, but fail to acquire energy from it." ),
1353 _( "<npcname> digests their %s for energy, but fails to acquire energy from it." ),
1354 it.tname() );
1355 } else if( is_max_power() ) {
1357 _( "You digest your %s, but you're fully powered already, so the energy is wasted." ),
1358 _( "<npcname> digests a %s for energy, they're fully powered already, so the energy is wasted." ),
1359 it.tname() );
1360 } else {
1361 const int profitable_energy = std::min( energy,
1363 if( it.count_by_charges() ) {
1365 vgettext( "You digest %d %s and recharge %d point of energy.",
1366 "You digest %d %s and recharge %d points of energy.",
1367 profitable_energy
1368 ),
1369 vgettext( "<npcname> digests %d %s and recharges %d point of energy.",
1370 "<npcname> digests %d %s and recharges %d points of energy.",
1371 profitable_energy
1372 ), consumed_charges, it.tname(), profitable_energy
1373 );
1374 } else {
1376 vgettext( "You digest your %s and recharge %d point of energy.",
1377 "You digest your %s and recharge %d points of energy.",
1378 profitable_energy
1379 ),
1380 vgettext( "<npcname> digests a %s and recharges %d point of energy.",
1381 "<npcname> digests a %s and recharges %d points of energy.",
1382 profitable_energy
1383 ), it.tname(), profitable_energy
1384 );
1385 }
1386 mod_power_level( units::from_kilojoule( profitable_energy ) );
1387 }
1388
1389 it.charges -= consumed_charges;
1390 mod_moves( -250 );
1391
1392 return true;
1393}
int get_acquirable_energy(const item &it, rechargeable_cbm cbm) const
bool can_feed_furnace_with(const item &it) const
bool is_max_power() const
Definition: character.cpp:1993
bool is_favorite
Definition: item.h:2234
quantity< int, energy_in_joule_tag > energy
Definition: units_energy.h:16
const char * vgettext(const char *msgid, const char *msgid_plural, size_t n)

References _, Creature::add_msg_player_or_npc(), can_feed_furnace_with(), item::charges, item::charges_per_volume(), item::count_by_charges(), units::from_kilojoule(), furnace, furnace_max_volume, g, get_acquirable_energy(), get_max_power_level(), get_power_level(), item::is_favorite, is_max_power(), m_info, Creature::mod_moves(), mod_power_level(), item::tname(), units::to_kilojoule(), and vgettext().

Referenced by player::consume_item().

◆ feed_reactor_with()

bool Character::feed_reactor_with ( item it)

Recharge CBMs whenever possible.

Returns
true when recharging was successful.

Definition at line 1293 of file consumption.cpp.

1294{
1295 if( !can_feed_reactor_with( it ) ) {
1296 return false;
1297 }
1298
1299 const auto iter = plut_charges.find( it.typeId() );
1300 const int max_amount = iter != plut_charges.end() ? iter->second : 0;
1301 const int amount = std::min( get_acquirable_energy( it, rechargeable_cbm::reactor ), max_amount );
1302
1303 if( amount >= PLUTONIUM_CHARGES * 10 &&
1304 !query_yn( _( "That is a LOT of plutonium. Are you sure you want that much?" ) ) ) {
1305 return false;
1306 }
1307
1308 add_msg_player_or_npc( _( "You add your %s to your reactor's tank." ),
1309 _( "<npcname> pours %s into their reactor's tank." ),
1310 it.tname() );
1311
1312 // TODO: Encapsulate
1313 tank_plut += amount;
1314 it.charges -= 1;
1315 mod_moves( -250 );
1316 return true;
1317}
bool can_feed_reactor_with(const item &it) const
Determine character's capability of recharging their CBMs.
const std::map< itype_id, int > plut_charges
static constexpr int PLUTONIUM_CHARGES

References _, Creature::add_msg_player_or_npc(), can_feed_reactor_with(), item::charges, get_acquirable_energy(), Creature::mod_moves(), plut_charges, PLUTONIUM_CHARGES, query_yn(), reactor, tank_plut, item::tname(), and item::typeId().

Referenced by player::consume_item().

◆ find_ammo()

std::vector< item_location > Character::find_ammo ( const item obj,
bool  empty = true,
int  radius = 1 
) const

Searches for ammo or magazines that can be used to reload obj.

Parameters
objitem to be reloaded. By design any currently loaded ammunition or magazine is ignored
emptywhether empty magazines should be considered as possible ammo
radiusadjacent map/vehicle tiles to search. 0 for only player tile, -1 for only inventory

Definition at line 2657 of file character.cpp.

2658{
2659 std::vector<item_location> res;
2660
2661 find_ammo_helper( const_cast<Character &>( *this ), obj, empty, std::back_inserter( res ), true );
2662
2663 if( radius >= 0 ) {
2664 for( auto &cursor : map_selector( pos(), radius ) ) {
2665 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2666 }
2667 for( auto &cursor : vehicle_selector( pos(), radius ) ) {
2668 find_ammo_helper( cursor, obj, empty, std::back_inserter( res ), false );
2669 }
2670 }
2671
2672 return res;
2673}
void find_ammo_helper(T &src, const item &obj, bool empty, Output out, bool nested)
Definition: character.cpp:2573

References find_ammo_helper(), and pos().

Referenced by ammo_count_for(), item::color_in_inventory(), and player::list_ammo().

◆ find_reloadables()

std::vector< item_location > Character::find_reloadables ( )

Searches for weapons and magazines that can be reloaded.

Definition at line 2675 of file character.cpp.

2676{
2677 std::vector<item_location> reloadables;
2678
2679 visit_items( [this, &reloadables]( item * node ) {
2680 if( node->is_holster() ) {
2681 return VisitResponse::NEXT;
2682 }
2683 bool reloadable = false;
2684 if( node->is_gun() && !node->magazine_compatible().empty() ) {
2685 reloadable = node->magazine_current() == nullptr ||
2686 node->ammo_remaining() < node->ammo_capacity();
2687 } else {
2688 reloadable = ( node->is_magazine() || node->is_bandolier() ||
2689 ( node->is_gun() && node->magazine_integral() ) ) &&
2690 node->ammo_remaining() < node->ammo_capacity();
2691 }
2692 if( reloadable ) {
2693 reloadables.push_back( item_location( *this, node ) );
2694 }
2695 return VisitResponse::SKIP;
2696 } );
2697 return reloadables;
2698}
std::set< itype_id > magazine_compatible(bool conversion=true) const
Get compatible magazines (if any) for this item.
Definition: item.cpp:7535
bool is_holster() const
Definition: item.cpp:6423
VisitResponse visit_items(const std::function< VisitResponse(item *, item *)> &func)
Traverses this object and any child items contained using a visitor pattern.
Definition: visitable.cpp:423

References item::is_gun(), item::is_holster(), item::magazine_compatible(), SKIP, and visitable< Character >::visit_items().

Referenced by game::reload_weapon().

◆ find_remote_fuel()

itype_id Character::find_remote_fuel ( bool  look_only = false)

Find fuel used by remote powered bionic.

Definition at line 1355 of file bionics.cpp.

1356{
1357 itype_id remote_fuel;
1358
1359 const std::vector<item *> cables = items_with( []( const item & it ) {
1360 return it.active && it.has_flag( flag_CABLE_SPOOL );
1361 } );
1362
1363 for( const item *cable : cables ) {
1364
1365 const cata::optional<tripoint> target = cable->get_cable_target( this, pos() );
1366 if( !target ) {
1367 if( g->m.is_outside( pos() ) && !is_night( calendar::turn ) &&
1368 cable->get_var( "state" ) == "solar_pack_link" ) {
1369 if( !look_only ) {
1370 set_value( "sunlight", "1" );
1371 }
1372 remote_fuel = fuel_type_sun_light;
1373 }
1374
1375 if( cable->get_var( "state" ) == "UPS_link" ) {
1376 static const item_filter used_ups = [&]( const item & itm ) {
1377 return itm.get_var( "cable" ) == "plugged_in";
1378 };
1379 if( !look_only ) {
1380 if( has_charges( itype_UPS_off, 1, used_ups ) ) {
1382 units::to_kilojoule( max_power_level ), used_ups ) ) );
1383 } else if( has_charges( itype_adv_UPS_off, 1, used_ups ) ) {
1385 units::to_kilojoule( max_power_level ), used_ups ) ) );
1386 } else {
1387 set_value( "rem_battery", std::to_string( 0 ) );
1388 }
1389 }
1390 remote_fuel = fuel_type_battery;
1391 }
1392 continue;
1393 }
1394 const optional_vpart_position vp = g->m.veh_at( *target );
1395 if( !vp ) {
1396 continue;
1397 }
1398 if( !look_only ) {
1399 set_value( "rem_battery", std::to_string( vp->vehicle().fuel_left( fuel_type_battery,
1400 true ) ) );
1401 }
1402 remote_fuel = fuel_type_battery;
1403 }
1404
1405 return remote_fuel;
1406}
static const itype_id fuel_type_battery("battery")
bool is_night(const time_point &p)
Returns true if it's currently night time - after dusk and before dawn.
Definition: calendar.cpp:137
units::energy max_power_level
Definition: character.h:2233

References item::active, visitable< Character >::charges_of(), flag_CABLE_SPOOL(), fuel_type_battery, fuel_type_sun_light, g, has_charges(), item::has_flag(), is_night(), visitable< Character >::items_with(), itype_adv_UPS_off, itype_UPS_off, max_power_level, pos(), Creature::set_value(), units::to_kilojoule(), to_string(), and calendar::turn.

Referenced by burn_fuel(), iuse::cable_attach(), draw_bionics_titlebar(), and process_bionic().

◆ flag_encumbrance()

void Character::flag_encumbrance ( )

Flag encumbrance for updating.

Definition at line 1825 of file character.cpp.

1826{
1827 check_encumbrance = true;
1828}

References check_encumbrance.

Referenced by item::on_pickup(), and item::on_wield().

◆ floor_bedding_warmth()

int Character::floor_bedding_warmth ( const tripoint pos)
static

Warmth from terrain, furniture, vehicle furniture and traps.

Can be negative.

Definition at line 9440 of file character.cpp.

9441{
9442 const trap &trap_at_pos = g->m.tr_at( pos );
9443 const ter_id ter_at_pos = g->m.ter( pos );
9444 const furn_id furn_at_pos = g->m.furn( pos );
9445 int floor_bedding_warmth = 0;
9446
9447 const optional_vpart_position vp = g->m.veh_at( pos );
9448 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
9449 // Search the floor for bedding
9450 if( furn_at_pos != f_null ) {
9452 } else if( !trap_at_pos.is_null() ) {
9454 } else if( boardable ) {
9455 floor_bedding_warmth += boardable->info().floor_bedding_warmth;
9456 } else if( ter_at_pos == t_improvised_shelter ) {
9457 floor_bedding_warmth -= 500;
9458 } else {
9459 floor_bedding_warmth -= 2000;
9460 }
9461
9462 return floor_bedding_warmth;
9463}
static int floor_bedding_warmth(const tripoint &pos)
Warmth from terrain, furniture, vehicle furniture and traps.
Definition: character.cpp:9440
int floor_bedding_warmth
Definition: mapdata.h:498
int floor_bedding_warmth
Definition: trap.h:120

References f_null, floor_bedding_warmth(), furn_t::floor_bedding_warmth, trap::floor_bedding_warmth, g, trap::is_null(), int_id< T >::obj(), optional_vpart_position::part_with_feature(), pos(), and t_improvised_shelter.

Referenced by floor_bedding_warmth(), and floor_warmth().

◆ floor_item_warmth()

int Character::floor_item_warmth ( const tripoint pos)
static

Warmth from clothing on the floor.

Definition at line 9465 of file character.cpp.

9466{
9467 int item_warmth = 0;
9468
9469 const auto warm = [&item_warmth]( const auto & stack ) {
9470 for( const item &elem : stack ) {
9471 if( !elem.is_armor() ) {
9472 continue;
9473 }
9474 // Items that are big enough and covers the torso are used to keep warm.
9475 // Smaller items don't do as good a job
9476 if( elem.volume() > 250_ml &&
9477 ( elem.covers( bp_torso ) || elem.covers( bp_leg_l ) ||
9478 elem.covers( bp_leg_r ) ) ) {
9479 item_warmth += 60 * elem.get_warmth() * elem.volume() / 2500_ml;
9480 }
9481 }
9482 };
9483
9484 if( !!g->m.veh_at( pos ) ) {
9485 if( const cata::optional<vpart_reference> vp = g->m.veh_at( pos ).part_with_feature( VPFLAG_CARGO,
9486 false ) ) {
9487 vehicle *const veh = &vp->vehicle();
9488 const int cargo = vp->part_index();
9489 vehicle_stack vehicle_items = veh->get_items( cargo );
9490 warm( vehicle_items );
9491 }
9492 return item_warmth;
9493 }
9494 map_stack floor_items = g->m.i_at( pos );
9495 warm( floor_items );
9496 return item_warmth;
9497}
A vehicle as a whole with all its components.
Definition: vehicle.h:675
vehicle(const vproto_id &type_id, int init_veh_fuel=-1, int init_veh_status=-1)
Definition: vehicle.cpp:251
vehicle_stack get_items(int part) const
Definition: vehicle.cpp:5288
@ VPFLAG_CARGO
Definition: veh_type.h:62

References bp_leg_l, bp_leg_r, bp_torso, g, vehicle::get_items(), pos(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by floor_warmth().

◆ floor_warmth()

int Character::floor_warmth ( const tripoint pos) const

Final warmth from the floor.

Definition at line 9499 of file character.cpp.

9500{
9501 const int item_warmth = floor_item_warmth( pos );
9502 int bedding_warmth = floor_bedding_warmth( pos );
9503
9504 // If the PC has fur, etc, that will apply too
9505 int floor_mut_warmth = bodytemp_modifier_traits_floor();
9506 // DOWN does not provide floor insulation, though.
9507 // Better-than-light fur or being in one's shell does.
9508 if( ( !( has_trait( trait_DOWN ) ) ) && ( floor_mut_warmth >= 200 ) ) {
9509 bedding_warmth = std::max( 0, bedding_warmth );
9510 }
9511 return ( item_warmth + bedding_warmth + floor_mut_warmth );
9512}
static const trait_id trait_DOWN("DOWN")
static int floor_item_warmth(const tripoint &pos)
Warmth from clothing on the floor.
Definition: character.cpp:9465
int bodytemp_modifier_traits_floor() const
Correction factor of the body temperature due to traits and mutations for player lying on the floor.
Definition: character.cpp:9523

References bodytemp_modifier_traits_floor(), floor_bedding_warmth(), floor_item_warmth(), has_trait(), pos(), and trait_DOWN.

Referenced by update_bodytemp().

◆ footwear_factor()

double Character::footwear_factor ( ) const

Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.

Definition at line 8911 of file character.cpp.

8912{
8913 double ret = 0;
8914 if( wearing_something_on( bodypart_id( "foot_l" ) ) ) {
8915 ret += .5;
8916 }
8917 if( wearing_something_on( bodypart_id( "foot_r" ) ) ) {
8918 ret += .5;
8919 }
8920 return ret;
8921}

References cata::hash64_detail::ret, and wearing_something_on().

Referenced by is_immune_effect(), game::knockback(), rooted(), run_cost(), and game::walk_move().

◆ forced_dismount()

void Character::forced_dismount ( )

Definition at line 1138 of file character.cpp.

1139{
1141 bool mech = false;
1142 if( mounted_creature ) {
1143 auto mon = mounted_creature.get();
1144 if( mon->has_flag( MF_RIDEABLE_MECH ) && !mon->type->mech_weapon.is_empty() ) {
1145 mech = true;
1147 }
1148 mon->mounted_player_id = character_id();
1149 mon->remove_effect( effect_ridden );
1150 mon->add_effect( effect_ai_waiting, 5_turns );
1151 mounted_creature = nullptr;
1152 mon->mounted_player = nullptr;
1153 }
1154 std::vector<tripoint> valid;
1155 for( const tripoint &jk : g->m.points_in_radius( pos(), 1 ) ) {
1156 if( g->is_empty( jk ) ) {
1157 valid.push_back( jk );
1158 }
1159 }
1160 if( !valid.empty() ) {
1161 setpos( random_entry( valid ) );
1162 if( mech ) {
1163 add_msg_player_or_npc( m_bad, _( "You are ejected from your mech!" ),
1164 _( "<npcname> is ejected from their mech!" ) );
1165 } else {
1166 add_msg_player_or_npc( m_bad, _( "You fall off your mount!" ),
1167 _( "<npcname> falls off their mount!" ) );
1168 }
1169 const int dodge = get_dodge();
1170 const int damage = std::max( 0, rng( 1, 20 ) - rng( dodge, dodge * 2 ) );
1171 bodypart_id hit( "num_bp" );
1172 switch( rng( 1, 10 ) ) {
1173 case 1:
1174 if( one_in( 2 ) ) {
1175 hit = bodypart_id( "foot_l" );
1176 } else {
1177 hit = bodypart_id( "foot_r" );
1178 }
1179 break;
1180 case 2:
1181 case 3:
1182 case 4:
1183 if( one_in( 2 ) ) {
1184 hit = bodypart_id( "leg_l" );
1185 } else {
1186 hit = bodypart_id( "leg_r" );
1187 }
1188 break;
1189 case 5:
1190 case 6:
1191 case 7:
1192 if( one_in( 2 ) ) {
1193 hit = bodypart_id( "arm_l" );
1194 } else {
1195 hit = bodypart_id( "arm_r" );
1196 }
1197 break;
1198 case 8:
1199 case 9:
1200 hit = bodypart_id( "torso" );
1201 break;
1202 case 10:
1203 hit = bodypart_id( "head" );
1204 break;
1205 }
1206 if( damage > 0 ) {
1207 add_msg_if_player( m_bad, _( "You hurt yourself!" ) );
1208 deal_damage( nullptr, hit, damage_instance( DT_BASH, damage ) );
1209 if( is_avatar() ) {
1210 g->memorial().add(
1211 pgettext( "memorial_male", "Fell off a mount." ),
1212 pgettext( "memorial_female", "Fell off a mount." ) );
1213 }
1215 }
1216 add_effect( effect_downed, 5_turns, num_bp );
1217 } else {
1218 add_msg( m_debug, "Forced_dismount could not find a square to deposit player" );
1219 }
1220 if( is_avatar() ) {
1221 if( g->u.get_grab_type() != OBJECT_NONE ) {
1222 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1223 g->u.grab( OBJECT_NONE );
1224 }
1226 if( g->u.is_auto_moving() || g->u.has_destination() || g->u.has_destination_activity() ) {
1227 g->u.clear_destination();
1228 }
1229 g->update_map( g->u );
1230 }
1231 if( activity ) {
1233 }
1234 moves -= 150;
1235}
static const efftype_id effect_downed("downed")
dealt_damage_instance deal_damage(Creature *source, bodypart_id bp, const damage_instance &d) override
Calls Creature::deal_damage and handles damaged effects (waking up, etc.)
Definition: character.cpp:8437
float get_dodge() const override
Definition: melee.cpp:782
void check_dead_state()
This function checks the creatures is_dead_state and (if true) calls die.
Definition: creature.cpp:1833

References character_id, effect_ai_waiting, effect_ridden, effect_riding, g, MF_RIDEABLE_MECH, mounted_creature, pos(), Creature::remove_effect(), visitable< Character >::remove_item(), and weapon.

Referenced by Creature::add_effect(), check_mount_is_spooked(), monster::die(), and monster::setpos().

◆ fuel_bionic_with()

bool Character::fuel_bionic_with ( item it)

Definition at line 1395 of file consumption.cpp.

1396{
1397 if( !can_fuel_bionic_with( it ) ) {
1398 return false;
1399 }
1400
1402
1403 const int loadable = std::min( it.charges, get_fuel_capacity( it.typeId() ) );
1404 const std::string str_loaded = get_value( it.typeId().str() );
1405 int loaded = 0;
1406 if( !str_loaded.empty() ) {
1407 loaded = std::stoi( str_loaded );
1408 }
1409
1410 const std::string new_charge = std::to_string( loadable + loaded );
1411
1412 it.charges -= loadable;
1413 // Type and amount of fuel
1414 set_value( it.typeId().str(), new_charge );
1417 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1418 vgettext( "You load %1$i charge of %2$s in your %3$s.",
1419 "You load %1$i charges of %2$s in your %3$s.", loadable ),
1420 //~ %1$i: charge number, %2$s: item name, %3$s: bionics name
1421 vgettext( "<npcname> load %1$i charge of %2$s in their %3$s.",
1422 "<npcname> load %1$i charges of %2$s in their %3$s.", loadable ), loadable, it.tname(), bio->name );
1423 mod_moves( -250 );
1424 return true;
1425}
bionic_id get_most_efficient_bionic(const std::vector< bionic_id > &bids) const
Return bionic_id of bionic of most fuel efficient bionic.
Definition: character.cpp:1943
bool can_fuel_bionic_with(const item &it) const
Returns true if the character can fuel a bionic with the item.
Definition: character.cpp:1901
int get_fuel_capacity(const itype_id &fuel) const
Return available space to store specified fuel.
Definition: character.cpp:2077

References Creature::add_msg_player_or_npc(), can_fuel_bionic_with(), item::charges, get_bionic_fueled_with(), get_fuel_capacity(), get_most_efficient_bionic(), Creature::get_value(), m_info, Creature::mod_moves(), bionic_data::name, Creature::set_value(), string_id< T >::str(), item::tname(), to_string(), item::typeId(), update_fuel_storage(), and vgettext().

Referenced by player::consume_item().

◆ fun_for()

std::pair< int, int > Character::fun_for ( const item comest) const

Handles the enjoyability value for a comestible.

First value is enjoyability, second is cap.

Definition at line 464 of file consumption.cpp.

465{
466 if( !comest.is_comestible() ) {
467 return std::pair<int, int>( 0, 0 );
468 }
469
470 // As float to avoid rounding too many times
471 float fun = comest.get_comestible_fun();
472 // Rotten food should be pretty disgusting
473 const float relative_rot = comest.get_relative_rot();
474 if( relative_rot > 1.0f && !has_trait( trait_SAPROPHAGE ) && !has_trait( trait_SAPROVORE ) ) {
475 fun -= 10;
476 if( fun > 0 ) {
477 fun *= 0.5f;
478 } else {
479 fun *= 2.0f;
480 }
481 }
482
483 // Food is less enjoyable when eaten too often.
484 if( fun > 0 || comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
485 for( const consumption_event &event : consumption_history ) {
486 if( event.time > calendar::turn - 2_days && event.type_id == comest.typeId() &&
487 event.component_hash == comest.make_component_hash() ) {
488 fun -= comest.get_comestible()->monotony_penalty;
489 // This effect can't drop fun below 0, unless the food has the right flag.
490 // 0 is the lowest we'll go, no need to keep looping.
491 if( fun <= 0 && !comest.has_flag( flag_NEGATIVE_MONOTONY_OK ) ) {
492 fun = 0;
493 break;
494 }
495 }
496 }
497 }
498
499 float fun_max = fun < 0 ? fun * 6 : fun * 3;
500
501 if( ( comest.has_flag( flag_LUPINE ) && has_trait( trait_THRESH_LUPINE ) ) ||
502 ( comest.has_flag( flag_FELINE ) && has_trait( trait_THRESH_FELINE ) ) ) {
503 if( fun < 0 ) {
504 fun = -fun;
505 fun /= 2;
506 }
507 }
508
509 if( has_trait( trait_GOURMAND ) ) {
510 if( fun < -1 ) {
511 fun_max = fun;
512 fun /= 2;
513 } else if( fun > 0 ) {
514 fun_max *= 3;
515 fun = fun * 3 / 2;
516 }
517 }
518
521 fun < 0 ) {
522 fun = 0;
523 }
524
525 return { static_cast< int >( fun ), static_cast< int >( fun_max ) };
526}
std::list< consumption_event > consumption_history
Definition: character.h:1592
uint64_t make_component_hash() const
Creates a hash from the itype_ids of this item's components.
Definition: item.cpp:8751
int get_comestible_fun() const
Definition: item.cpp:5367
static const bionic_id bio_taste_blocker("bio_taste_blocker")
static const std::string flag_NEGATIVE_MONOTONY_OK("NEGATIVE_MONOTONY_OK")
static const trait_id trait_GOURMAND("GOURMAND")

References bio_taste_blocker, consumption_history, flag_FELINE(), flag_LUPINE(), flag_NEGATIVE_MONOTONY_OK(), units::from_kilojoule(), item::get_comestible(), item::get_comestible_fun(), get_power_level(), item::get_relative_rot(), has_active_bionic(), item::has_flag(), has_trait(), item::is_comestible(), item::make_component_hash(), trait_GOURMAND, trait_SAPROPHAGE, trait_SAPROVORE, trait_THRESH_FELINE, trait_THRESH_LUPINE, calendar::turn, and item::typeId().

Referenced by comestible_inventory_preset::comestible_inventory_preset(), find_auto_consume(), and modify_morale().

◆ get_acquirable_energy() [1/2]

int Character::get_acquirable_energy ( const item it) const

Definition at line 1490 of file consumption.cpp.

1491{
1493}

References get_acquirable_energy(), and get_cbm_rechargeable_with().

◆ get_acquirable_energy() [2/2]

int Character::get_acquirable_energy ( const item it,
rechargeable_cbm  cbm 
) const

Definition at line 1444 of file consumption.cpp.

1445{
1446 switch( cbm ) {
1448 break;
1449
1451 if( it.charges > 0 ) {
1452 const auto iter = plut_charges.find( it.typeId() );
1453 return iter != plut_charges.end() ? it.charges * iter->second : 0;
1454 }
1455
1456 break;
1457
1459 units::volume consumed_vol = it.volume();
1460 units::mass consumed_mass = it.weight();
1462 const double n_stacks = static_cast<double>( it.charges_per_volume( furnace_max_volume ) ) /
1463 it.type->stack_size;
1464 consumed_vol = it.type->volume * n_stacks;
1465 // it.type->weight is in 10g units?
1466 consumed_mass = it.type->weight * 10 * n_stacks;
1467 }
1468 int amount = ( consumed_vol / 250_ml + consumed_mass / 1_gram ) / 9;
1469
1470 // TODO: JSONize.
1471 if( it.made_of( material_id( "leather" ) ) ) {
1472 amount /= 4;
1473 }
1474 if( it.made_of( material_id( "wood" ) ) ) {
1475 amount /= 2;
1476 }
1477
1478 return amount;
1479 }
1482 const int to_consume = std::min( it.charges, bid->fuel_capacity );
1483 const int to_charge = static_cast<int>( it.fuel_energy() * to_consume * bid->fuel_efficiency );
1484 return to_charge;
1485 }
1486
1487 return 0;
1488}
int fuel_capacity
How much fuel this bionic can hold.
Definition: bionics.h:65
units::mass weight
Weight of item ( or each stack member )
Definition: itype.h:957
int stack_size
Number of items per above volume for count_by_charges items.
Definition: itype.h:974
units::volume volume
Space occupied by items of this type CAUTION: value given is for a default-sized stack.
Definition: itype.h:966

References item::charges, item::charges_per_volume(), item::count_by_charges(), bionic_data::fuel_capacity, bionic_data::fuel_efficiency, item::fuel_energy(), furnace, furnace_max_volume, get_bionic_fueled_with(), get_most_efficient_bionic(), item::made_of(), none, other, plut_charges, reactor, itype::stack_size, item::type, item::typeId(), item::volume(), itype::volume, item::weight(), and itype::weight.

Referenced by feed_furnace_with(), feed_reactor_with(), and get_acquirable_energy().

◆ get_aim_types()

std::vector< aim_type > Character::get_aim_types ( const item gun) const

Definition at line 1627 of file ranged.cpp.

1628{
1629 std::vector<aim_type> aim_types = get_default_aim_type();
1630 if( !gun.is_gun() ) {
1631 return aim_types;
1632 }
1633 int sight_dispersion = effective_dispersion( gun.sight_dispersion() );
1634 // Aiming thresholds are dependent on weapon sight dispersion, attempting to place thresholds
1635 // at 10%, 5% and 0% of the difference between MAX_RECOIL and sight dispersion.
1636 std::vector<int> thresholds = {
1637 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 10.0 ) + sight_dispersion ),
1638 static_cast<int>( ( ( MAX_RECOIL - sight_dispersion ) / 20.0 ) + sight_dispersion ),
1639 static_cast<int>( sight_dispersion )
1640 };
1641 // Remove duplicate thresholds.
1642 std::vector<int>::iterator thresholds_it = std::adjacent_find( thresholds.begin(),
1643 thresholds.end() );
1644 while( thresholds_it != thresholds.end() ) {
1645 thresholds.erase( thresholds_it );
1646 thresholds_it = std::adjacent_find( thresholds.begin(), thresholds.end() );
1647 }
1648 thresholds_it = thresholds.begin();
1649 aim_types.push_back( aim_type { _( "Regular" ), "AIMED_SHOT", _( "[%c] to aim and fire." ),
1650 true, *thresholds_it } );
1651 thresholds_it++;
1652 if( thresholds_it != thresholds.end() ) {
1653 aim_types.push_back( aim_type { _( "Careful" ), "CAREFUL_SHOT",
1654 _( "[%c] to take careful aim and fire." ), true,
1655 *thresholds_it } );
1656 thresholds_it++;
1657 }
1658 if( thresholds_it != thresholds.end() ) {
1659 aim_types.push_back( aim_type { _( "Precise" ), "PRECISE_SHOT",
1660 _( "[%c] to take precise aim and fire." ), true,
1661 *thresholds_it } );
1662 }
1663 return aim_types;
1664}
int effective_dispersion(int dispersion) const
Definition: character.cpp:560
int sight_dispersion() const
Get lowest dispersion of either integral or any attached sights.
Definition: item.cpp:7096
static std::vector< aim_type > get_default_aim_type()
Definition: ranged.cpp:1326

References _, effective_dispersion(), get_default_aim_type(), item::is_gun(), MAX_RECOIL, and item::sight_dispersion().

Referenced by target_ui::init_window_and_input(), and print_aim().

◆ get_all_armor_type()

std::map< bodypart_id, int > Character::get_all_armor_type ( damage_type  dt,
const std::map< bodypart_id, std::vector< const item * > > &  clothing_map 
) const

Definition at line 7006 of file character.cpp.

7008{
7009 std::map<bodypart_id, int> ret;
7010 for( const bodypart_id &bp : get_all_body_parts() ) {
7011 ret.emplace( bp, 0 );
7012 }
7013
7014 for( std::pair<const bodypart_id, int> &per_bp : ret ) {
7015 const bodypart_id &bp = per_bp.first;
7016 switch( dt ) {
7017 case DT_TRUE:
7018 case DT_BIOLOGICAL:
7019 // Characters cannot resist this
7020 return ret;
7021 /* BASH, CUT, STAB, and BULLET don't benefit from the clothing_map optimization */
7022 // TODO: Fix that
7023 case DT_BASH:
7024 per_bp.second += get_armor_bash( bp );
7025 break;
7026 case DT_CUT:
7027 per_bp.second += get_armor_cut( bp );
7028 break;
7029 case DT_STAB:
7030 per_bp.second += get_armor_cut( bp ) * 0.8f;
7031 break;
7032 case DT_BULLET:
7033 per_bp.second += get_armor_bullet( bp );
7034 break;
7035 case DT_ACID:
7036 case DT_HEAT:
7037 case DT_COLD:
7038 case DT_ELECTRIC: {
7039 for( const item *it : clothing_map.at( bp ) ) {
7040 per_bp.second += it->damage_resist( dt );
7041 }
7042
7043 per_bp.second += mutation_armor( bp, dt );
7044 break;
7045 }
7046 case DT_NULL:
7047 case NUM_DT:
7048 debugmsg( "Invalid damage type: %d", dt );
7049 return ret;
7050 }
7051 }
7052
7053 return ret;
7054}
int get_armor_cut(bodypart_id bp) const override
Returns overall cutting resistance for the body_part.
Definition: character.cpp:6957
int get_armor_bullet(bodypart_id bp) const override
Returns overall bullet resistance for the body_part.
Definition: character.cpp:6962
int get_armor_bash(bodypart_id bp) const override
Returns overall bashing resistance for the body_part.
Definition: character.cpp:6952
resistances mutation_armor(bodypart_id bp) const
Returns resistances on a body part provided by mutations.
Definition: character.cpp:6477
@ DT_TRUE
Definition: damage.h:22
@ DT_NULL
Definition: damage.h:21
@ NUM_DT
Definition: damage.h:32
@ DT_BIOLOGICAL
Definition: damage.h:23

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, Creature::get_all_body_parts(), get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, and cata::hash64_detail::ret.

Referenced by get_armor_fire().

◆ get_all_skills()

const SkillLevelMap & Character::get_all_skills ( ) const

Definition at line 3312 of file character.cpp.

3313{
3314 return *_skills;
3315}

References _skills.

Referenced by player::exceeds_recipe_requirements(), player::has_recipe_requirements(), set_skills(), and memorial_logger::write().

◆ get_ammo()

std::vector< const item * > Character::get_ammo ( const ammotype at) const

Returns the items that are ammo and have the matching ammo type.

Definition at line 2565 of file character.cpp.

2566{
2567 return items_with( [at]( const item & it ) {
2568 return it.ammo_type() == at;
2569 } );
2570}
ammotype ammo_type() const
Ammo type of an ammo item.
Definition: item.cpp:7427

References item::ammo_type(), and visitable< Character >::items_with().

Referenced by item::color_in_inventory(), and npc::decide_needs().

◆ get_armor_acid()

int Character::get_armor_acid ( bodypart_id  bp) const

Returns overall acid resistance for the body part.

Definition at line 7137 of file character.cpp.

7138{
7139 return get_armor_type( DT_ACID, bp );
7140}
int get_armor_type(damage_type dt, bodypart_id bp) const override
Returns overall resistance to given type on the bod part.
Definition: character.cpp:6968

References DT_ACID, and get_armor_type().

◆ get_armor_bash()

int Character::get_armor_bash ( bodypart_id  bp) const
overridevirtual

Returns overall bashing resistance for the body_part.

Reimplemented from Creature.

Definition at line 6952 of file character.cpp.

6953{
6955}
int get_armor_bash_base(bodypart_id bp) const override
Returns bashing resistance from the creature and armor only.
Definition: character.cpp:7056
int armor_bash_bonus
Definition: creature.h:820

References Creature::armor_bash_bonus, and get_armor_bash_base().

Referenced by get_all_armor_type(), get_armor_type(), game::get_dangerous_tile(), and game::place_player().

◆ get_armor_bash_base()

int Character::get_armor_bash_base ( bodypart_id  bp) const
overridevirtual

Returns bashing resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7056 of file character.cpp.

7057{
7058 int ret = 0;
7059 for( auto &i : worn ) {
7060 if( i.covers( bp->token ) ) {
7061 ret += i.bash_resist();
7062 }
7063 }
7064 for( const bionic_id &bid : get_bionics() ) {
7065 const auto bash_prot = bid->bash_protec.find( bp.id() );
7066 if( bash_prot != bid->bash_protec.end() ) {
7067 ret += bash_prot->second;
7068 }
7069 }
7070
7071 ret += mutation_armor( bp, DT_BASH );
7072 return ret;
7073}

References DT_BASH, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bash().

◆ get_armor_bullet()

int Character::get_armor_bullet ( bodypart_id  bp) const
overridevirtual

Returns overall bullet resistance for the body_part.

Reimplemented from Creature.

Definition at line 6962 of file character.cpp.

6963{
6965}
int get_armor_bullet_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7094
int armor_bullet_bonus
Definition: creature.h:822

References Creature::armor_bullet_bonus, and get_armor_bullet_base().

Referenced by get_all_armor_type(), and get_armor_type().

◆ get_armor_bullet_base()

int Character::get_armor_bullet_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7094 of file character.cpp.

7095{
7096 int ret = 0;
7097 for( auto &i : worn ) {
7098 if( i.covers( bp->token ) ) {
7099 ret += i.bullet_resist();
7100 }
7101 }
7102
7103 for( const bionic_id &bid : get_bionics() ) {
7104 const auto bullet_prot = bid->bullet_protec.find( bp.id() );
7105 if( bullet_prot != bid->bullet_protec.end() ) {
7106 ret += bullet_prot->second;
7107 }
7108 }
7109
7110 ret += mutation_armor( bp, DT_BULLET );
7111 return ret;
7112}

References DT_BULLET, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_bullet().

◆ get_armor_cut()

int Character::get_armor_cut ( bodypart_id  bp) const
overridevirtual

Returns overall cutting resistance for the body_part.

Reimplemented from Creature.

Definition at line 6957 of file character.cpp.

6958{
6959 return get_armor_cut_base( bp ) + armor_cut_bonus;
6960}
int get_armor_cut_base(bodypart_id bp) const override
Returns cutting resistance from the creature and armor only.
Definition: character.cpp:7075
int armor_cut_bonus
Definition: creature.h:821

References Creature::armor_cut_bonus, and get_armor_cut_base().

Referenced by get_all_armor_type(), get_armor_type(), and map::player_in_field().

◆ get_armor_cut_base()

int Character::get_armor_cut_base ( bodypart_id  bp) const
overridevirtual

Returns cutting resistance from the creature and armor only.

Reimplemented from Creature.

Definition at line 7075 of file character.cpp.

7076{
7077 int ret = 0;
7078 for( auto &i : worn ) {
7079 if( i.covers( bp->token ) ) {
7080 ret += i.cut_resist();
7081 }
7082 }
7083 for( const bionic_id &bid : get_bionics() ) {
7084 const auto cut_prot = bid->cut_protec.find( bp.id() );
7085 if( cut_prot != bid->cut_protec.end() ) {
7086 ret += cut_prot->second;
7087 }
7088 }
7089
7090 ret += mutation_armor( bp, DT_CUT );
7091 return ret;
7092}

References DT_CUT, get_bionics(), int_id< T >::id(), mutation_armor(), cata::hash64_detail::ret, and worn.

Referenced by get_armor_cut().

◆ get_armor_fire()

std::map< bodypart_id, int > Character::get_armor_fire ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns overall fire resistance.

Definition at line 8364 of file character.cpp.

8366{
8367 return get_all_armor_type( DT_HEAT, clothing_map );
8368}
std::map< bodypart_id, int > get_all_armor_type(damage_type dt, const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Definition: character.cpp:7006

References DT_HEAT, and get_all_armor_type().

Referenced by update_bodytemp().

◆ get_armor_type()

int Character::get_armor_type ( damage_type  dt,
bodypart_id  bp 
) const
overridevirtual

Returns overall resistance to given type on the bod part.

Implements Creature.

Definition at line 6968 of file character.cpp.

6969{
6970 switch( dt ) {
6971 case DT_TRUE:
6972 case DT_BIOLOGICAL:
6973 return 0;
6974 case DT_BASH:
6975 return get_armor_bash( bp );
6976 case DT_CUT:
6977 return get_armor_cut( bp );
6978 case DT_STAB:
6979 return get_armor_cut( bp ) * 0.8f;
6980 case DT_BULLET:
6981 return get_armor_bullet( bp );
6982 case DT_ACID:
6983 case DT_HEAT:
6984 case DT_COLD:
6985 case DT_ELECTRIC: {
6986 int ret = 0;
6987 for( auto &i : worn ) {
6988 if( i.covers( bp->token ) ) {
6989 ret += i.damage_resist( dt );
6990 }
6991 }
6992
6993 ret += mutation_armor( bp, dt );
6994 return ret;
6995 }
6996 case DT_NULL:
6997 case NUM_DT:
6998 // Let it error below
6999 break;
7000 }
7001
7002 debugmsg( "Invalid damage type: %d", dt );
7003 return 0;
7004}

References debugmsg, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, get_armor_bash(), get_armor_bullet(), get_armor_cut(), mutation_armor(), NUM_DT, cata::hash64_detail::ret, and worn.

Referenced by map::burn_body_part(), get_armor_acid(), and is_immune_field().

◆ get_auto_move_route()

std::vector< tripoint > & Character::get_auto_move_route ( )

Definition at line 10484 of file character.cpp.

10485{
10486 return auto_move_route;
10487}

References auto_move_route.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), npc::move(), and npc::move_to().

◆ get_base_traits()

std::vector< trait_id > Character::get_base_traits ( ) const

Get the idents of all base traits.

Definition at line 2787 of file newcharacter.cpp.

2788{
2789 return std::vector<trait_id>( my_traits.begin(), my_traits.end() );
2790}

References my_traits.

Referenced by avatar::create(), and set_description().

◆ get_bionic_fueled_with()

std::vector< bionic_id > Character::get_bionic_fueled_with ( const item it) const

Return bionic_id of bionics able to use it as fuel.

Definition at line 1917 of file character.cpp.

1918{
1919 std::vector<bionic_id> bionics;
1920
1921 for( const bionic_id &bid : get_bionics() ) {
1922 for( const itype_id &fuel : bid->fuel_opts ) {
1923 if( fuel == it.typeId() ) {
1924 bionics.emplace_back( bid );
1925 }
1926 }
1927 }
1928
1929 return bionics;
1930}

References get_bionics(), and item::typeId().

Referenced by burn_move_stamina(), fuel_bionic_with(), get_acquirable_energy(), game::on_move_effects(), reset_remote_fuel(), and update_fuel_storage().

◆ get_bionics()

◆ get_cbm_rechargeable_with()

rechargeable_cbm Character::get_cbm_rechargeable_with ( const item it) const

Definition at line 1427 of file consumption.cpp.

1428{
1429 if( can_feed_reactor_with( it ) ) {
1431 }
1432
1433 if( can_feed_furnace_with( it ) ) {
1435 }
1436
1437 if( can_fuel_bionic_with( it ) ) {
1439 }
1440
1442}

References can_feed_furnace_with(), can_feed_reactor_with(), can_fuel_bionic_with(), furnace, none, other, and reactor.

Referenced by can_consume_for_bionic(), and get_acquirable_energy().

◆ get_check_encumbrance()

bool Character::get_check_encumbrance ( )
inline

Definition at line 2002 of file character.h.

2002 {
2003 return check_encumbrance;
2004 }

References check_encumbrance.

Referenced by player::process_items().

◆ get_consumable_from()

item & Character::get_consumable_from ( item it) const

Returns a reference to the item itself (if it's consumable), the first of its contents (if it's consumable) or null item otherwise.

WARNING: consumable does not necessarily guarantee the comestible type.

Definition at line 1520 of file consumption.cpp.

1521{
1522 if( !it.is_container_empty() && can_consume_as_is( it.contents.front() ) ) {
1523 return it.contents.front();
1524 } else if( can_consume_as_is( it ) ) {
1525 return it;
1526 }
1527
1528 static item null_comestible;
1529 // Since it's not const.
1530 null_comestible = item();
1531 return null_comestible;
1532}

References can_consume_as_is(), item::contents, item_contents::front(), and item::is_container_empty().

Referenced by player::consume_item(), and find_auto_consume().

◆ get_dependent_worn_items()

std::list< item * > Character::get_dependent_worn_items ( const item it)

Returns all items that must be taken off before taking off this item.

Definition at line 2466 of file character.cpp.

2467{
2468 std::list<item *> dependent;
2469 // Adds dependent worn items recursively
2470 const std::function<void( const item &it )> add_dependent = [&]( const item & it ) {
2471 for( item &wit : worn ) {
2472 if( &wit == &it || !wit.is_worn_only_with( it ) ) {
2473 continue;
2474 }
2475 const auto iter = std::find_if( dependent.begin(), dependent.end(),
2476 [&wit]( const item * dit ) {
2477 return &wit == dit;
2478 } );
2479 if( iter == dependent.end() ) { // Not in the list yet
2480 add_dependent( wit );
2481 dependent.push_back( &wit );
2482 }
2483 }
2484 };
2485
2486 if( is_worn( it ) ) {
2487 add_dependent( it );
2488 }
2489
2490 return dependent;
2491}

References is_worn(), item::is_worn_only_with(), and worn.

Referenced by player::can_takeoff(), and pickup::reorder_for_dropping().

◆ get_destination_activity()

player_activity Character::get_destination_activity ( ) const

Definition at line 1018 of file character.cpp.

1019{
1020 return destination_activity;
1021}

References destination_activity.

Referenced by has_destination_activity(), has_distant_destination(), and start_destination_activity().

◆ get_dex()

◆ get_dex_base()

int Character::get_dex_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4069 of file character.cpp.

4070{
4071 return dex_max;
4072}

References dex_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_dex(), and avatar::get_dex_base().

◆ get_dex_bonus()

int Character::get_dex_bonus ( ) const
virtual

Definition at line 4086 of file character.cpp.

4087{
4088 return dex_bonus;
4089}

References dex_bonus.

Referenced by reset_stats().

◆ get_dodge()

float Character::get_dodge ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 782 of file melee.cpp.

783{
784 //If we're asleep or busy we can't dodge
786 return 0.0f;
787 }
788
789 float ret = Creature::get_dodge();
790 // Chop in half if we are unable to move
793 ret /= 2;
794 }
795
796 if( has_effect( effect_grabbed ) ) {
797 int zed_number = 0;
798 for( auto &dest : g->m.points_in_radius( pos(), 1, 0 ) ) {
799 const monster *const mon = g->critter_at<monster>( dest );
800 if( mon && mon->has_effect( effect_grabbing ) ) {
801 zed_number++;
802 }
803 }
804 ret *= 1.0f - ( 0.25f * zed_number );
805 }
806
807 if( worn_with_flag( "ROLLER_INLINE" ) ||
808 worn_with_flag( "ROLLER_QUAD" ) ||
809 worn_with_flag( "ROLLER_ONE" ) ) {
810 ret /= has_trait( trait_PROF_SKATER ) ? 2 : 5;
811 }
812
814 ret /= 4;
815 }
816
817 // Each dodge after the first subtracts equivalent of 2 points of dodge skill
818 if( dodges_left <= 0 ) {
819 ret += dodges_left * 2 - 2;
820 }
821
822 return std::max( 0.0f, ret );
823}
int dodges_left
Definition: character.h:616
virtual float get_dodge() const
Definition: creature.cpp:1502
static const efftype_id effect_lightsnare("lightsnare")
static const efftype_id effect_grabbing("grabbing")
static const efftype_id effect_bouldering("bouldering")
static const efftype_id effect_beartrap("beartrap")
static const efftype_id effect_grabbed("grabbed")
static const efftype_id effect_heavysnare("heavysnare")
static const trait_id trait_PROF_SKATER("PROF_SKATER")

References dodges_left, effect_beartrap, effect_bouldering, effect_grabbed, effect_grabbing, effect_heavysnare, effect_lightsnare, effect_narcosis, g, Creature::get_dodge(), Creature::has_effect(), has_trait(), in_sleep_state(), pos(), cata::hash64_detail::ret, trait_PROF_SKATER, and worn_with_flag().

Referenced by npc::character_danger(), trapfunc::crossbow(), player::dodge_roll(), draw_skills_tab(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), mattack::science(), trapfunc::shotgun(), and game::update_stair_monsters().

◆ get_dodge_base()

float Character::get_dodge_base ( ) const
overridevirtual

Combat getters.

Dexterity increases dodge base Dodge increases dodge_base

Implements Creature.

Definition at line 5818 of file character.cpp.

5819{
5820 /** @EFFECT_DEX increases dodge base */
5821 /** @EFFECT_DODGE increases dodge_base */
5822 return get_dex() / 2.0f + get_skill_level( skill_dodge );
5823}
static const skill_id skill_dodge("dodge")

References get_dex(), get_skill_level(), and skill_dodge.

◆ get_effective_efficiency()

float Character::get_effective_efficiency ( int  b,
float  fuel_efficiency 
)

Applies modifier to fuel_efficiency and returns the resulting efficiency.

Definition at line 1470 of file bionics.cpp.

1471{
1472 const bionic &bio = ( *my_bionics )[b];
1473 const cata::optional<float> &coverage_penalty = bio.info().coverage_power_gen_penalty;
1474 float effective_efficiency = fuel_efficiency;
1475 if( coverage_penalty ) {
1476 int coverage = 0;
1477 const std::map< bodypart_str_id, int > &occupied_bodyparts = bio.info().occupied_bodyparts;
1478 for( const std::pair< const bodypart_str_id, int > &elem : occupied_bodyparts ) {
1479 for( const item &i : worn ) {
1480 if( i.covers( elem.first->token ) && !i.has_flag( flag_ALLOWS_NATURAL_ATTACKS ) &&
1481 !i.has_flag( flag_SEMITANGIBLE ) &&
1482 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) ) {
1483 coverage += i.get_coverage();
1484 }
1485 }
1486 }
1487 effective_efficiency = fuel_efficiency * ( 1.0 - ( coverage / ( 100.0 *
1488 occupied_bodyparts.size() ) )
1489 * coverage_penalty.value() );
1490 }
1491 return effective_efficiency;
1492}
static const std::string flag_SEMITANGIBLE("SEMITANGIBLE")
static const std::string flag_ALLOWS_NATURAL_ATTACKS("ALLOWS_NATURAL_ATTACKS")
static const std::string flag_AURA("AURA")
static const std::string flag_PERSONAL("PERSONAL")
cata::optional< float > coverage_power_gen_penalty
Fraction of coverage diminishing fuel_efficiency.
Definition: bionics.h:71

References b, bionic_data::coverage_power_gen_penalty, flag_ALLOWS_NATURAL_ATTACKS(), flag_AURA(), flag_PERSONAL(), flag_SEMITANGIBLE(), bionic::info(), bionic_data::occupied_bodyparts, cata::optional< T >::value(), and worn.

Referenced by burn_fuel(), and passive_power_gen().

◆ get_encumbrance() [1/2]

std::array< encumbrance_data, num_bp > Character::get_encumbrance ( ) const

Get encumbrance for all body parts.

Definition at line 3651 of file character.cpp.

3652{
3653 return encumbrance_cache;
3654}

References encumbrance_cache.

Referenced by item::on_wear(), player::print_encumbrance(), and should_combine_bps().

◆ get_encumbrance() [2/2]

std::array< encumbrance_data, num_bp > Character::get_encumbrance ( const item new_item) const

Get encumbrance for all body parts as if new_item was also worn.

Definition at line 3656 of file character.cpp.

3657{
3658 return calc_encumbrance( new_item );
3659}

References calc_encumbrance().

◆ get_env_resist()

int Character::get_env_resist ( bodypart_id  bp) const
overridevirtual

Returns overall env_resist on a body_part.

Reimplemented from Creature.

Definition at line 7114 of file character.cpp.

7115{
7116 int ret = 0;
7117 for( auto &i : worn ) {
7118 // Head protection works on eyes too (e.g. baseball cap)
7119 if( i.covers( bp->token ) || ( bp == bodypart_id( "eyes" ) && i.covers( bp_head ) ) ) {
7120 ret += i.get_env_resist();
7121 }
7122 }
7123
7124 for( const bionic_id &bid : get_bionics() ) {
7125 const auto EP = bid->env_protec.find( bp.id() );
7126 if( ( !bid->activated || has_active_bionic( bid ) ) && EP != bid->env_protec.end() ) {
7127 ret += EP->second;
7128 }
7129 }
7130
7131 if( bp == bodypart_id( "eyes" ) && has_trait( trait_SEESLEEP ) ) {
7132 ret += 8;
7133 }
7134 return ret;
7135}
static const trait_id trait_SEESLEEP("SEESLEEP")

References bp_head, get_bionics(), has_active_bionic(), has_trait(), int_id< T >::id(), cata::hash64_detail::ret, trait_SEESLEEP, and worn.

Referenced by iexamine::flower_poppy(), is_immune_field(), and map::player_in_field().

◆ get_faction()

virtual faction * Character::get_faction ( ) const
inlinevirtual

Reimplemented in avatar, and npc.

Definition at line 405 of file character.h.

405 {
406 return nullptr;
407 }

Referenced by complete_craft(), npc::consume_food_from_camp(), basecamp::faction_display(), vehicle::handle_potential_theft(), and npc::has_faction_relationship().

◆ get_fastest_sight()

std::pair< int, int > Character::get_fastest_sight ( const item gun,
double  recoil 
) const

Definition at line 570 of file character.cpp.

571{
572 // Get fastest sight that can be used to improve aim further below @ref recoil.
573 int sight_speed_modifier = INT_MIN;
574 int limit = 0;
575 if( effective_dispersion( gun.type->gun->sight_dispersion ) < recoil ) {
576 sight_speed_modifier = gun.has_flag( flag_DISABLE_SIGHTS ) ? 0 : 6;
577 limit = effective_dispersion( gun.type->gun->sight_dispersion );
578 }
579
580 for( const auto e : gun.gunmods() ) {
581 const islot_gunmod &mod = *e->type->gunmod;
582 if( mod.sight_dispersion < 0 || mod.aim_speed < 0 ) {
583 continue; // skip gunmods which don't provide a sight
584 }
585 if( effective_dispersion( mod.sight_dispersion ) < recoil &&
586 mod.aim_speed > sight_speed_modifier ) {
587 sight_speed_modifier = mod.aim_speed;
588 limit = effective_dispersion( mod.sight_dispersion );
589 }
590 }
591 return std::make_pair( sight_speed_modifier, limit );
592}
static const std::string flag_DISABLE_SIGHTS("DISABLE_SIGHTS")
std::vector< item * > gunmods()
Returns all gunmods currently attached to this item (always empty if item not a gun)
Definition: item.cpp:7574
cata::value_ptr< islot_gun > gun
Definition: itype.h:850

References effective_dispersion(), flag_DISABLE_SIGHTS(), itype::gun, item::gunmods(), item::has_flag(), recoil, and item::type.

Referenced by aim_per_move().

◆ get_fatigue()

◆ get_fatigue_description()

std::pair< std::string, nc_color > Character::get_fatigue_description ( ) const

Definition at line 4380 of file character.cpp.

4381{
4382 int fatigue = get_fatigue();
4383 std::string fatigue_string;
4384 nc_color fatigue_color = c_white;
4386 fatigue_color = c_red;
4387 fatigue_string = _( "Exhausted" );
4388 } else if( fatigue > fatigue_levels::dead_tired ) {
4389 fatigue_color = c_light_red;
4390 fatigue_string = _( "Dead Tired" );
4391 } else if( fatigue > fatigue_levels::tired ) {
4392 fatigue_color = c_yellow;
4393 fatigue_string = _( "Tired" );
4394 }
4395 return std::make_pair( fatigue_string, fatigue_color );
4396}

References _, c_light_red, c_red, c_white, c_yellow, dead_tired, exhausted, fatigue, get_fatigue(), and tired.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), spell::energy_cur_string(), npc::faction_display(), and get_consume_needs_hint().

◆ get_free_bionics_slots()

int Character::get_free_bionics_slots ( const bodypart_id bp) const

Definition at line 2521 of file bionics.cpp.

2522{
2524}
int get_total_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2516
int get_used_bionics_slots(const bodypart_id &bp) const
Definition: bionics.cpp:2488

References get_total_bionics_slots(), and get_used_bionics_slots().

Referenced by bionic_installation_issues(), and player::power_bionics().

◆ get_fuel_available()

std::vector< itype_id > Character::get_fuel_available ( const bionic_id bio) const

Return list of available fuel for this bionic.

Definition at line 2065 of file character.cpp.

2066{
2067 std::vector<itype_id> stored_fuels;
2068 for( const itype_id &fuel : bio->fuel_opts ) {
2069 const item tmp_fuel( fuel );
2070 if( !get_value( fuel.str() ).empty() || tmp_fuel.has_flag( flag_PERPETUAL ) ) {
2071 stored_fuels.emplace_back( fuel );
2072 }
2073 }
2074 return stored_fuels;
2075}
static const std::string flag_PERPETUAL("PERPETUAL")

References flag_PERPETUAL(), bionic_data::fuel_opts, Creature::get_value(), item::has_flag(), and string_id< T >::str().

Referenced by burn_fuel(), draw_bionics_titlebar(), passive_power_gen(), process_bionic(), and npc::recharge_cbm().

◆ get_fuel_capacity()

int Character::get_fuel_capacity ( const itype_id fuel) const

Return available space to store specified fuel.

Definition at line 2077 of file character.cpp.

2078{
2079 int amount_stored = 0;
2080 if( !get_value( fuel.str() ).empty() ) {
2081 amount_stored = std::stoi( get_value( fuel.str() ) );
2082 }
2083 int capacity = 0;
2084 for( const bionic_id &bid : get_bionics() ) {
2085 for( const itype_id &fl : bid->fuel_opts ) {
2086 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2087 if( fl == fuel ) {
2088 capacity += bid->fuel_capacity;
2089 }
2090 }
2091 }
2092 }
2093 return capacity - amount_stored;
2094}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by fuel_bionic_with().

◆ get_fueled_bionics()

std::vector< bionic_id > Character::get_fueled_bionics ( ) const

Return bionic_id of fueled bionics.

Definition at line 1932 of file character.cpp.

1933{
1934 std::vector<bionic_id> bionics;
1935 for( const bionic_id &bid : get_bionics() ) {
1936 if( !bid->fuel_opts.empty() ) {
1937 bionics.emplace_back( bid );
1938 }
1939 }
1940 return bionics;
1941}

References get_bionics().

Referenced by npc::recharge_cbm(), and npc::wants_to_recharge_cbm().

◆ get_grammatical_genders()

std::vector< std::string > Character::get_grammatical_genders ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 6082 of file character.cpp.

6083{
6084 if( male ) {
6085 return { "m" };
6086 } else {
6087 return { "f" };
6088 }
6089}

References male.

Referenced by translate_gendered_line().

◆ get_healthy()

int Character::get_healthy ( ) const
virtual

◆ get_healthy_mod()

int Character::get_healthy_mod ( ) const
virtual

Definition at line 4129 of file character.cpp.

4130{
4131 return healthy_mod;
4132}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), player::process_one_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ get_highest_category()

std::string Character::get_highest_category ( ) const

Returns the highest mutation category.

Returns the mutation category with the highest strength.

Definition at line 7949 of file character.cpp.

7950{
7951 int iLevel = 0;
7952 std::string sMaxCat;
7953
7954 for( const std::pair<const std::string, int> &elem : mutation_category_level ) {
7955 if( elem.second > iLevel ) {
7956 sMaxCat = elem.first;
7957 iLevel = elem.second;
7958 } else if( elem.second == iLevel ) {
7959 sMaxCat.clear(); // no category on ties
7960 }
7961 }
7962 return sMaxCat;
7963}
std::map< std::string, int > mutation_category_level
Definition: character.h:1785

References mutation_category_level.

Referenced by player::hardcoded_effects(), old_mutate(), map::player_in_field(), and test_crossing_threshold().

◆ get_hit_base()

float Character::get_hit_base ( ) const
overridevirtual
Dexterity increases hit base, slightly

Implements Creature.

Definition at line 5824 of file character.cpp.

5825{
5826 /** @EFFECT_DEX increases hit base, slightly */
5827 return get_dex() / 4.0f;
5828}

References get_dex().

Referenced by get_melee_hit_base().

◆ get_hit_weapon()

float Character::get_hit_weapon ( const item weap) const

Gets melee accuracy component from weapon+skills.

Unarmed improves hit chance for unarmed weapons Bashing improves hit chance for bashing weapons Cutting improves hit chance for cutting weapons Stabbing improves hit chance for piercing weapons Melee improves hit chance for all items (including non-weapons)

Definition at line 274 of file melee.cpp.

275{
276 /** @EFFECT_UNARMED improves hit chance for unarmed weapons */
277 /** @EFFECT_BASHING improves hit chance for bashing weapons */
278 /** @EFFECT_CUTTING improves hit chance for cutting weapons */
279 /** @EFFECT_STABBING improves hit chance for piercing weapons */
280 auto skill = get_skill_level( weap.melee_skill() );
281
282 // CQB bionic acts as a lower bound providing item uses a weapon skill
283 if( skill < BIO_CQB_LEVEL && has_active_bionic( bio_cqb ) ) {
284 skill = BIO_CQB_LEVEL;
285 }
286
287 /** @EFFECT_MELEE improves hit chance for all items (including non-weapons) */
288 return ( skill / 3.0f ) + ( get_skill_level( skill_melee ) / 2.0f ) + weap.type->m_to_hit;
289}

References bio_cqb, BIO_CQB_LEVEL, get_skill_level(), has_active_bionic(), itype::m_to_hit, item::melee_skill(), skill_melee, and item::type.

Referenced by item::effective_dps(), and get_melee_hit_base().

◆ get_hostile_creatures()

std::vector< Creature * > Character::get_hostile_creatures ( int  range) const

Get all hostile creatures currently visible to this player.

Definition at line 10203 of file character.cpp.

10204{
10205 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10206 // Fixes circular distance range for ranged attacks
10207 float dist_to_creature = std::round( rl_dist_exact( pos(), critter.pos() ) );
10208 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10209 dist_to_creature <= range && critter.attitude_to( *this ) == A_HOSTILE
10210 && sees( critter );
10211 } );
10212}
virtual Attitude attitude_to(const Creature &other) const =0
Attitude (of this creature) towards another creature.
float rl_dist_exact(const tripoint &loc1, const tripoint &loc2)
Definition: line.cpp:292

References Creature::A_HOSTILE, Creature::attitude_to(), g, Creature::pos(), pos(), rl_dist_exact(), and sees().

◆ get_hunger_description()

std::pair< std::string, nc_color > Character::get_hunger_description ( ) const

Definition at line 4345 of file character.cpp.

4346{
4347 int total_kcal = stored_calories + stomach.get_calories();
4348 int max_kcal = max_stored_kcal();
4349 float days_left = static_cast<float>( total_kcal ) / bmr();
4350 float days_max = static_cast<float>( max_kcal ) / bmr();
4351 std::string hunger_string;
4352 nc_color hunger_color = c_white;
4353 if( days_left >= days_max ) {
4354 hunger_string = _( "Engorged" );
4355 hunger_color = c_green;
4356 } else if( days_max - days_left < 0.5f ) {
4357 hunger_string = _( "Sated" );
4358 hunger_color = c_green;
4359 } else if( days_max - days_left < 1.0f ) {
4360 hunger_string = _( "Hungry" );
4361 hunger_color = c_yellow;
4362 } else if( days_max / days_left < 2.0f ) {
4363 hunger_string = _( "Very Hungry" );
4364 hunger_color = c_yellow;
4365 } else if( days_left > 1 ) {
4366 hunger_string = _( "Famished" );
4367 hunger_color = c_light_red;
4368 } else {
4369 hunger_string = _( "Starving" );
4370 hunger_color = c_red;
4371 }
4372
4373 if( has_trait( trait_SELFAWARE ) ) {
4374 hunger_string = string_format( "%d kcal", total_kcal );
4375 }
4376
4377 return std::make_pair( hunger_string, hunger_color );
4378}
static const trait_id trait_SELFAWARE("SELFAWARE")

References _, bmr(), c_green, c_light_red, c_red, c_white, c_yellow, stomach_contents::get_calories(), has_trait(), max_stored_kcal(), stomach, stored_calories, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_int()

◆ get_int_base()

int Character::get_int_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4077 of file character.cpp.

4078{
4079 return int_max;
4080}

References int_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_int(), and avatar::get_int_base().

◆ get_int_bonus()

int Character::get_int_bonus ( ) const
virtual

Definition at line 4094 of file character.cpp.

4095{
4096 return int_bonus;
4097}

References int_bonus.

Referenced by reset_stats().

◆ get_item_position()

int Character::get_item_position ( const item it) const

Returns the item position (suitable for i_at or similar) of a specific item.

Returns INT_MIN if the item is not found. Note that this may lose some information, for example the returned position is the same when the given item points to the container and when it points to the item inside the container. All items that are part of the same stack have the same item position.

Definition at line 2396 of file character.cpp.

2397{
2398 if( weapon.has_item( *it ) ) {
2399 return -1;
2400 }
2401
2402 int p = 0;
2403 for( const auto &e : worn ) {
2404 if( e.has_item( *it ) ) {
2405 return worn_position_to_index( p );
2406 }
2407 p++;
2408 }
2409
2410 return inv.position_by_item( it );
2411}
static int worn_position_to_index(int position)
Definition: character.h:1137
int position_by_item(const item *it) const
Returns the item position of the stack that contains the given item (compared by pointers).
Definition: inventory.cpp:819
bool has_item(const item &it) const
Returns true if this visitable instance contains the item.
Definition: visitable.cpp:96

References visitable< T >::has_item(), inv, inventory::position_by_item(), weapon, worn, and worn_position_to_index().

Referenced by npc::alt_attack(), game::butcher(), iuse::chop_logs(), iuse::chop_tree(), chop_tree_activity(), convert_to_items(), damage_item(), iuse::fill_pit(), iuse::hacksaw(), iexamine::locked_object_pickable(), iuse::makemound(), item_location::impl::item_on_person::obtain(), iuse::pack_item(), iuse::play_game(), iuse::portable_game(), iuse::radglove(), iuse::stimpack(), salvage_actor::try_to_cut_up(), pick_lock_actor::use(), musical_instrument_actor::use(), repair_item_actor::use(), sew_advanced_actor::use(), and game::wield().

◆ get_kcal_percent()

◆ get_lowest_hp()

int Character::get_lowest_hp ( ) const

Definition at line 10326 of file character.cpp.

10327{
10328 // Set lowest_hp to an arbitrarily large number.
10329 int lowest_hp = 999;
10330 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
10331 const int cur_hp = elem.second.get_hp_cur();
10332 if( cur_hp < lowest_hp ) {
10333 lowest_hp = cur_hp;
10334 }
10335 }
10336 return lowest_hp;
10337}

References Creature::get_body().

Referenced by debug_menu::character_edit_menu().

◆ get_max_healthy()

int Character::get_max_healthy ( ) const

Definition at line 4527 of file character.cpp.

4528{
4529 return 200;
4530}

Referenced by update_health().

◆ get_max_power_level()

◆ get_melee_hit_base()

float Character::get_melee_hit_base ( ) const

Returns weapon skill.

Definition at line 291 of file melee.cpp.

292{
293 // Character::get_hit_base includes stat calculations already
295}
const item & used_weapon() const
Returns a reference to the item which will be used to make attacks.
Definition: melee.cpp:135
float get_hit_weapon(const item &weap) const
Gets melee accuracy component from weapon+skills.
Definition: melee.cpp:274
float get_hit_base() const override
Definition: character.cpp:5824
float mabuff_tohit_bonus() const
Returns the to hit bonus from martial arts buffs.

References get_hit_base(), get_hit_weapon(), mabuff_tohit_bonus(), and used_weapon().

Referenced by draw_stats_info(), hit_roll(), and set_stats().

◆ get_miss_reason()

std::string Character::get_miss_reason ( )

Returns an explanation for why the player would miss a melee attack.

Definition at line 329 of file melee.cpp.

330{
331 // everything that lowers accuracy in player::hit_roll()
332 // adding it in hit_roll() might not be safe if it's called multiple times
333 // in one turn
335 _( "Your torso encumbrance throws you off-balance." ),
336 roll_remainder( encumb( bp_torso ) / 10.0 ) );
337 const int farsightedness = 2 * ( has_trait( trait_HYPEROPIC ) &&
338 !worn_with_flag( "FIX_FARSIGHT" ) &&
341 _( "You can't hit reliably due to your farsightedness." ),
342 farsightedness );
343
344 const std::string *const reason = melee_miss_reasons.pick();
345 if( reason == nullptr ) {
346 return std::string();
347 }
348 return *reason;
349}
void add_miss_reason(const std::string &reason, unsigned int weight)
Adds a reason for why the player would miss a melee attack.
Definition: melee.cpp:318
static const efftype_id effect_contacts("contacts")
static const trait_id trait_HYPEROPIC("HYPEROPIC")

References _, add_miss_reason(), bp_torso, effect_contacts, encumb(), Creature::has_effect(), has_trait(), melee_miss_reasons, roll_remainder(), trait_HYPEROPIC, and worn_with_flag().

Referenced by melee_attack().

◆ get_mod()

int Character::get_mod ( const trait_id mut,
const std::string &  arg 
) const
private

Retrieves a stat mod of a mutation.

Definition at line 195 of file mutation.cpp.

196{
197 auto &mod_data = mut->mods;
198 int ret = 0;
199 auto found = mod_data.find( std::make_pair( false, arg ) );
200 if( found != mod_data.end() ) {
201 ret += found->second;
202 }
203 return ret;
204}
detail::named_arg< Char, T > arg(const Char *name, const T &arg)
\rst Returns a named argument to be used in a formatting function.
Definition: fmtlib_core.h:1860
std::unordered_map< std::pair< bool, std::string >, int, cata::tuple_hash > mods
Key pair is <active: bool, mod type: "STR">
Definition: mutation.h:292

References arg(), mutation_branch::mods, and cata::hash64_detail::ret.

Referenced by apply_mods().

◆ get_mod_stat_from_bionic()

int Character::get_mod_stat_from_bionic ( const character_stat Stat) const

Get stat bonus from bionic.

Definition at line 2158 of file character.cpp.

2159{
2160 int ret = 0;
2161 for( const bionic_id &bid : get_bionics() ) {
2162 const auto St_bn = bid->stat_bonus.find( Stat );
2163 if( St_bn != bid->stat_bonus.end() ) {
2164 ret += St_bn->second;
2165 }
2166 }
2167 return ret;
2168}

References get_bionics(), and cata::hash64_detail::ret.

Referenced by reset_stats().

◆ get_morale()

int Character::get_morale ( const morale_type type) const

Definition at line 9083 of file character.cpp.

9084{
9085 return morale->get( type );
9086}

References morale, and type.

◆ get_morale_level()

int Character::get_morale_level ( ) const

◆ get_most_accurate_sight()

int Character::get_most_accurate_sight ( const item gun) const

Definition at line 594 of file character.cpp.

595{
596 if( !gun.is_gun() ) {
597 return 0;
598 }
599
600 int limit = effective_dispersion( gun.type->gun->sight_dispersion );
601 for( const auto e : gun.gunmods() ) {
602 const islot_gunmod &mod = *e->type->gunmod;
603 if( mod.aim_speed >= 0 ) {
604 limit = std::min( limit, effective_dispersion( mod.sight_dispersion ) );
605 }
606 }
607
608 return limit;
609}

References effective_dispersion(), itype::gun, item::gunmods(), item::is_gun(), and item::type.

Referenced by npc::invalidate_range_cache(), and npc::method_of_attack().

◆ get_most_efficient_bionic()

bionic_id Character::get_most_efficient_bionic ( const std::vector< bionic_id > &  bids) const

Return bionic_id of bionic of most fuel efficient bionic.

Definition at line 1943 of file character.cpp.

1944{
1945 float temp_eff = 0;
1946 bionic_id bio( "null" );
1947 for( const bionic_id &bid : bids ) {
1948 if( bid->fuel_efficiency > temp_eff ) {
1949 temp_eff = bid->fuel_efficiency;
1950 bio = bid;
1951 }
1952 }
1953 return bio;
1954}

Referenced by fuel_bionic_with(), and get_acquirable_energy().

◆ get_movement_mode()

character_movemode Character::get_movement_mode ( ) const

Definition at line 1603 of file character.cpp.

1604{
1605 return move_mode;
1606}

References move_mode.

Referenced by cata_event_dispatch::avatar_moves().

◆ get_mutation_social_mods()

social_modifiers Character::get_mutation_social_mods ( ) const

Goes over all mutations, returning the sum of the social modifiers.

Definition at line 6650 of file character.cpp.

6651{
6652 social_modifiers mods;
6653 for( const mutation_branch *mut : cached_mutations ) {
6654 mods += mut->social_mods;
6655 }
6656
6657 return mods;
6658}

References cached_mutations.

Referenced by talk_trial::calc_chance().

◆ get_mutations()

std::vector< trait_id > Character::get_mutations ( bool  include_hidden = true) const

Get the idents of all traits/mutations.

Definition at line 2792 of file newcharacter.cpp.

2793{
2794 std::vector<trait_id> result;
2795 for( const std::pair<const trait_id, trait_data> &t : my_mutations ) {
2796 if( include_hidden || t.first.obj().player_display ) {
2797 result.push_back( t.first );
2798 }
2799 }
2800 for( const trait_id &ench_trait : enchantment_cache->get_mutations() ) {
2801 if( include_hidden || ench_trait->player_display ) {
2802 bool found = false;
2803 for( const trait_id &exist : result ) {
2804 if( exist == ench_trait ) {
2805 found = true;
2806 break;
2807 }
2808 }
2809 if( !found ) {
2810 result.push_back( ench_trait );
2811 }
2812 }
2813 }
2814 return result;
2815}

References enchantment_cache, and my_mutations.

Referenced by monster::attitude(), bodytemp_modifier_traits(), bodytemp_modifier_traits_floor(), can_eat(), can_install_cbm_on_bp(), can_use_heal_item(), can_wear(), check_and_recover_morale(), compute_default_effective_vitamins(), player::crafting_success_roll(), avatar::create(), crossed_threshold(), player::disp_info(), drench_mut_calc(), npc::form_opinion(), has_trait_flag(), is_category_allowed(), is_weak_to_water(), mod_healthy(), mut_cbm_encumb(), mutation_armor(), mutation_attacks(), item::mutations_from_wearing(), player::process_turn(), avatar::randomize(), reset_scenario(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), set_description(), set_highest_cat_level(), set_profession(), sleep(), update_type_of_scent(), visible_mutations(), vitamin_rate(), and memorial_logger::write().

◆ get_name()

std::string Character::get_name ( ) const
overridevirtual

Implements Creature.

Definition at line 6077 of file character.cpp.

6078{
6079 return name;
6080}

References name.

Referenced by autodoc_internal(), debug_menu::character_edit_menu(), npc::die(), pour_into(), npc::set_omt_destination(), and game::vertical_move().

◆ get_next_auto_move_direction()

action_id Character::get_next_auto_move_direction ( )

Definition at line 10489 of file character.cpp.

10490{
10491 if( !has_destination() ) {
10492 return ACTION_NULL;
10493 }
10494
10496 if( pos() != *next_expected_position ) {
10497 // We're off course, possibly stumbling or stuck, cancel auto move
10498 return ACTION_NULL;
10499 }
10500 }
10501
10502 next_expected_position.emplace( auto_move_route.front() );
10503 auto_move_route.erase( auto_move_route.begin() );
10504
10506
10507 // Make sure the direction is just one step and that
10508 // all diagonal moves have 0 z component
10509 if( std::abs( dp.x ) > 1 || std::abs( dp.y ) > 1 || std::abs( dp.z ) > 1 ||
10510 ( std::abs( dp.z ) != 0 && ( std::abs( dp.x ) != 0 || std::abs( dp.y ) != 0 ) ) ) {
10511 // Should never happen, but check just in case
10512 return ACTION_NULL;
10513 }
10515}
action_id get_movement_action_from_delta(const tripoint &d, const iso_rotate rot)
Translate coordinate delta into movement action.
Definition: action.cpp:478
@ ACTION_NULL
Invalid action used for various lookup errors.
Definition: action.h:24
int y
Definition: point.h:151
int z
Definition: point.h:152
int x
Definition: point.h:150

References ACTION_NULL, auto_move_route, get_movement_action_from_delta(), has_destination(), next_expected_position, pos(), tripoint::x, tripoint::y, yes, and tripoint::z.

Referenced by game::handle_action(), and game::try_get_left_click_action().

◆ get_overlay_ids()

std::vector< std::string > Character::get_overlay_ids ( ) const

Returns a list of the IDs of overlays on this character, sorted from "lowest" to "highest".

Only required for rendering.

Definition at line 3262 of file character.cpp.

3263{
3264 std::vector<std::string> rval;
3265 std::multimap<int, std::string> mutation_sorting;
3266 int order;
3267 std::string overlay_id;
3268
3269 // first get effects
3270 for( const auto &eff_pr : *effects ) {
3271 if( !eff_pr.second.begin()->second.is_removed() ) {
3272 rval.push_back( "effect_" + eff_pr.first.str() );
3273 }
3274 }
3275
3276 // then get mutations
3277 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
3278 overlay_id = ( mut.second.powered ? "active_" : "" ) + mut.first.str();
3279 order = get_overlay_order_of_mutation( overlay_id );
3280 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3281 }
3282
3283 // then get bionics
3284 for( const bionic &bio : *my_bionics ) {
3285 overlay_id = ( bio.powered ? "active_" : "" ) + bio.id.str();
3286 order = get_overlay_order_of_mutation( overlay_id );
3287 mutation_sorting.insert( std::pair<int, std::string>( order, overlay_id ) );
3288 }
3289
3290 for( auto &mutorder : mutation_sorting ) {
3291 rval.push_back( "mutation_" + mutorder.second );
3292 }
3293
3294 // next clothing
3295 // TODO: worry about correct order of clothing overlays
3296 for( const item &worn_item : worn ) {
3297 rval.push_back( "worn_" + worn_item.typeId().str() );
3298 }
3299
3300 // last weapon
3301 // TODO: might there be clothing that covers the weapon?
3302 if( is_armed() ) {
3303 rval.push_back( "wielded_" + weapon.typeId().str() );
3304 }
3305
3306 if( move_mode != CMM_WALK ) {
3307 rval.push_back( io::enum_to_string( move_mode ) );
3308 }
3309 return rval;
3310}
bool is_armed() const
Returns true if the character is wielding something.
Definition: melee.cpp:145
std::string enum_to_string(E)
int get_overlay_order_of_mutation(const std::string &mutation_id_string)

References CMM_WALK, Creature::effects, io::enum_to_string(), get_overlay_order_of_mutation(), is_armed(), move_mode, my_bionics, my_mutations, string_id< T >::str(), item::typeId(), weapon, and worn.

◆ get_pain_description()

std::pair< std::string, nc_color > Character::get_pain_description ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 4449 of file character.cpp.

4450{
4451 const std::pair<std::string, nc_color> pain = Creature::get_pain_description();
4452 nc_color pain_color = pain.second;
4453 std::string pain_string;
4454 // get pain color
4455 if( get_perceived_pain() >= 60 ) {
4456 pain_color = c_red;
4457 } else if( get_perceived_pain() >= 40 ) {
4458 pain_color = c_light_red;
4459 }
4460 // get pain string
4462 get_perceived_pain() > 0 ) {
4463 pain_string = string_format( "%s %d", _( "Pain " ), get_perceived_pain() );
4464 } else if( get_perceived_pain() > 0 ) {
4465 pain_string = pain.first;
4466 }
4467 return std::make_pair( pain_string, pain_color );
4468}
static const efftype_id effect_got_checked("got_checked")
virtual std::pair< std::string, nc_color > get_pain_description() const
Definition: creature.cpp:1370
int pain
Definition: creature.h:888

References _, c_light_red, c_red, effect_got_checked, Creature::get_pain_description(), Creature::get_perceived_pain(), Creature::has_effect(), has_trait(), Creature::pain, string_format(), and trait_SELFAWARE.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), and get_consume_needs_hint().

◆ get_painkiller()

◆ get_path_avoid()

std::set< tripoint > Character::get_path_avoid ( ) const
overridevirtual

Returns a set of points we do not want to path through.

Implements Creature.

Reimplemented in npc.

Definition at line 9919 of file character.cpp.

9920{
9921 std::set<tripoint> ret;
9922 for( npc &guy : g->all_npcs() ) {
9923 if( sees( guy ) ) {
9924 ret.insert( guy.pos() );
9925 }
9926 }
9927
9928 // TODO: Add known traps in a way that doesn't destroy performance
9929
9930 return ret;
9931}

References g, cata::hash64_detail::ret, and sees().

Referenced by activity_on_turn_move_loot(), can_mount(), game::handle_action(), game::list_items(), game::look_around(), perform_zone_activity_turn(), route_adjacent(), activity_handlers::travel_do_turn(), and game::try_get_left_click_action().

◆ get_pathfinding_settings()

const pathfinding_settings & Character::get_pathfinding_settings ( ) const
overridevirtual

◆ get_per()

◆ get_per_base()

int Character::get_per_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4073 of file character.cpp.

4074{
4075 return per_max;
4076}

References per_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_per(), and avatar::get_per_base().

◆ get_per_bonus()

int Character::get_per_bonus ( ) const
virtual

Definition at line 4090 of file character.cpp.

4091{
4092 return per_bonus;
4093}

References per_bonus.

Referenced by reset_stats().

◆ get_power_level()

◆ get_rad()

◆ get_remote_fueled_bionic()

bionic_id Character::get_remote_fueled_bionic ( ) const

Returns bionic_id of first remote fueled bionic found.

Definition at line 1891 of file character.cpp.

1892{
1893 for( const bionic_id &bid : get_bionics() ) {
1894 if( bid->is_remote_fueled ) {
1895 return bid;
1896 }
1897 }
1898 return bionic_id();
1899}

References bionic_id, and get_bionics().

Referenced by iuse::cable_attach(), and iuse::solarpack().

◆ get_shout_volume()

int Character::get_shout_volume ( ) const
Strength increases shouting volume

Definition at line 7667 of file character.cpp.

7668{
7669 int base = 10;
7670 int shout_multiplier = 2;
7671
7672 // Mutations make shouting louder, they also define the default message
7673 if( has_trait( trait_SHOUT3 ) ) {
7674 shout_multiplier = 4;
7675 base = 20;
7676 } else if( has_trait( trait_SHOUT2 ) ) {
7677 base = 15;
7678 shout_multiplier = 3;
7679 }
7680
7681 // You can't shout without your face
7682 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7683 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7684 base = 0;
7685 shout_multiplier = 0;
7686 }
7687
7688 // Masks and such dampen the sound
7689 // Balanced around whisper for wearing bondage mask
7690 // and noise ~= 10 (door smashing) for wearing dust mask for character with strength = 8
7691 /** @EFFECT_STR increases shouting volume */
7692 const int penalty = encumb( bp_mouth ) * 3 / 2;
7693 int noise = base + str_cur * shout_multiplier - penalty;
7694
7695 // Minimum noise volume possible after all reductions.
7696 // Volume 1 can't be heard even by player
7697 constexpr int minimum_noise = 2;
7698
7699 if( noise <= base ) {
7700 noise = std::max( minimum_noise, noise );
7701 }
7702
7703 // Screaming underwater is not good for oxygen and harder to do overall
7704 if( underwater ) {
7705 noise = std::max( minimum_noise, noise / 2 );
7706 }
7707 return noise;
7708}
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_SHOUT3("SHOUT3")
bool underwater
Definition: creature.h:570

References bp_mouth, encumb(), has_trait(), is_wearing(), itype_id, noise, str_cur, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, and Creature::underwater.

Referenced by npc::say(), shout(), and activity_handlers::spellcasting_finish().

◆ get_size()

◆ get_skill_level() [1/2]

int Character::get_skill_level ( const skill_id ident) const

Definition at line 3327 of file character.cpp.

3328{
3329 return _skills->get_skill_level( ident );
3330}

References _skills.

Referenced by npc::address_needs(), aim_speed_skill_modifier(), apply_skill_boost(), iexamine::arcfurnace_empty(), attack_cost(), player::avoid_trap(), mattack::bio_op_disarm(), bionics_pl_skill(), block_hit(), ranged::burst_penalty(), activity_handlers::butcher_finish(), calc_skill_training_time(), veh_utils::calc_xp_gain(), character_martial_arts::can_arm_block(), player::can_autolearn(), can_estimate_rot(), character_martial_arts::can_leg_block(), can_mount(), npc::can_read(), enzlave_actor::can_use(), caravan_price(), activity_handlers::chop_planks_finish(), item::color_in_inventory(), companion_combat_rank(), companion_industry_rank(), companion_survival_rank(), complete_craft(), player::complete_disassemble(), player::crafting_success_roll(), crit_chance(), iuse::crowbar(), salvage_actor::cut_up(), mattack::dermatik(), trap::detect_trap(), player::disarm(), avatar::do_read(), iuse::einktabletpc(), enumerate_unmet_requirements(), player::estimate_effect_dur(), spell::exp_modifier(), map_data_common_t::extended_description(), npc::faction_display(), player::fall_damage_mod(), farm_action(), game::find_or_make_stairs(), npc::finish_read(), activity_handlers::fish_do_turn(), iuse::fish_trap(), fungal_effects::fungalize(), player::get_available_recipes(), item::get_available_recipes(), heal_actor::get_bandaged_level(), avatar::get_book_reader(), heal_actor::get_disinfected_level(), get_dodge_base(), get_encumbrance_description(), heal_actor::get_heal_value(), get_hit_weapon(), player::get_melee(), player_activity::get_progress_message(), player::get_weapon_dispersion(), iuse::gun_repair(), player::gun_value(), player::gunmod_installation_odds(), computer_session::hack_attempt(), hack_level(), hackveh(), handle_melee_wear(), hardcoded_mutation_attack(), harvest_common(), iexamine::harvest_plant(), has_skill_for_vehicle_work(), ma_requirements::is_valid_character(), player::item_reload_cost(), item_store_cost(), ma_style_callback::key(), iexamine::kiln_empty(), activity_handlers::lockpicking_finish(), melee_attack(), player::mend_item(), iuse::mind_splicer(), player::morale_crafting_speed_multiplier(), iuse::multicooker(), mutation_attacks(), npc_trading::net_price_adjustment(), game::npc_menu(), player::on_dodge(), item::on_wield(), iuse::pack_cbm(), pick_part_to_heal(), pick_plant(), vehicle::pldrive(), player::practice(), iexamine::practice_survival_while_foraging(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), avatar::randomize(), player::rate_action_use(), player::reach_attack(), avatar::read(), recalc_hp(), repair_item_actor::repair(), repair_item_actor::repair_chance(), activity_handlers::repair_item_finish(), activity_handlers::robot_control_finish(), iuse::robotcontrol(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), iexamine::safe(), scavenging_combat_skill(), set_description(), conditional_t< T >::set_has_skill(), set_skills(), map::shake_vehicle(), iexamine::shrub_wildveggies(), sinkhole_safety_roll(), skill_increment_cost(), npc::skills_offered_to(), smash(), read_inventory_preset::sort_compare(), spell::spell_fail(), player::start_craft(), talk_function::start_training(), suffer_from_schizophrenia(), survive_random_encounter(), swim_speed(), player::talk_skill(), iuse::tazer(), player::throw_item(), throw_range(), mattack::thrown_by_judo(), time_to_attack(), known_magic::time_to_learn_spell(), npc::time_to_read(), avatar::time_to_read(), activity_handlers::train_finish(), iexamine::tree_hickory(), place_monster_iuse::use(), firestarter_actor::use(), enzlave_actor::use(), heal_actor::use(), sew_advanced_actor::use(), npc::value(), game::vertical_move(), player::wield_contents(), and debug_menu::wishskill().

◆ get_skill_level() [2/2]

int Character::get_skill_level ( const skill_id ident,
const item context 
) const

Definition at line 3332 of file character.cpp.

3333{
3334 return _skills->get_skill_level( ident, context );
3335}

References _skills.

◆ get_skill_level_object() [1/2]

◆ get_skill_level_object() [2/2]

const SkillLevel & Character::get_skill_level_object ( const skill_id ident) const

Definition at line 3317 of file character.cpp.

3318{
3319 return _skills->get_skill_level_object( ident );
3320}

References _skills.

◆ get_sleep_deprivation()

int Character::get_sleep_deprivation ( ) const

◆ get_speed()

◆ get_stamina()

◆ get_stamina_max()

int Character::get_stamina_max ( ) const

◆ get_stashed_activity()

player_activity Character::get_stashed_activity ( ) const

Definition at line 964 of file character.cpp.

965{
967}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ get_stim()

◆ get_stored_kcal()

◆ get_str()

◆ get_str_base()

int Character::get_str_base ( ) const
virtual

Reimplemented in avatar.

Definition at line 4065 of file character.cpp.

4066{
4067 return str_max;
4068}

References str_max.

Referenced by enchantment::activate_passive(), draw_stats_tab(), get_str(), and avatar::get_str_base().

◆ get_str_bonus()

int Character::get_str_bonus ( ) const
virtual

Definition at line 4082 of file character.cpp.

4083{
4084 return str_bonus;
4085}

References str_bonus.

Referenced by reset_stats().

◆ get_thirst()

◆ get_thirst_description()

std::pair< std::string, nc_color > Character::get_thirst_description ( ) const

Definition at line 4316 of file character.cpp.

4317{
4318 int thirst = get_thirst();
4319 std::string hydration_string;
4320 nc_color hydration_color = c_white;
4322 hydration_color = c_light_red;
4323 hydration_string = _( "Parched" );
4324 } else if( thirst > thirst_levels::dehydrated ) {
4325 hydration_color = c_light_red;
4326 hydration_string = _( "Dehydrated" );
4327 } else if( thirst > thirst_levels::very_thirsty ) {
4328 hydration_color = c_yellow;
4329 hydration_string = _( "Very thirsty" );
4330 } else if( thirst > thirst_levels::thirsty ) {
4331 hydration_color = c_yellow;
4332 hydration_string = _( "Thirsty" );
4333 } else if( thirst > thirst_levels::slaked ) {
4334 // Nothing
4335 } else if( thirst > thirst_levels::hydrated ) {
4336 hydration_color = c_green;
4337 hydration_string = _( "Hydrated" );
4338 } else if( thirst > thirst_levels::turgid ) {
4339 hydration_color = c_green;
4340 hydration_string = _( "Turgid" );
4341 }
4342 return std::make_pair( hydration_string, hydration_color );
4343}

References _, c_green, c_light_red, c_white, c_yellow, dehydrated, get_thirst(), hydrated, parched, slaked, thirst, thirsty, turgid, and very_thirsty.

Referenced by draw_health_classic(), draw_needs_compact(), draw_needs_labels(), draw_needs_narrow(), npc::faction_display(), and get_consume_needs_hint().

◆ get_time_died()

time_point Character::get_time_died ( ) const
inline

return the calendar::turn the character expired

Definition at line 1466 of file character.h.

1466 {
1467 return time_died;
1468 }
time_point time_died
Definition: character.h:2171

References time_died.

◆ get_total_bionics_slots()

int Character::get_total_bionics_slots ( const bodypart_id bp) const

Definition at line 2516 of file bionics.cpp.

2517{
2518 return bp->bionic_slots();
2519}

Referenced by get_free_bionics_slots(), and player::power_bionics().

◆ get_total_fuel_capacity()

int Character::get_total_fuel_capacity ( const itype_id fuel) const

Return total space to store specified fuel.

Definition at line 2096 of file character.cpp.

2097{
2098 int capacity = 0;
2099 for( const bionic_id &bid : get_bionics() ) {
2100 for( const itype_id &fl : bid->fuel_opts ) {
2101 if( get_value( bid.str() ).empty() || get_value( bid.str() ) == fl.str() ) {
2102 if( fl == fuel ) {
2103 capacity += bid->fuel_capacity;
2104 }
2105 }
2106 }
2107 }
2108 return capacity;
2109}

References get_bionics(), Creature::get_value(), and string_id< T >::str().

Referenced by draw_bionics_titlebar().

◆ get_type_of_scent()

scenttype_id Character::get_type_of_scent ( ) const

Definition at line 8737 of file character.cpp.

8738{
8739 return type_of_scent;
8740}
scenttype_id type_of_scent
Definition: character.h:2253

References type_of_scent.

Referenced by game::do_turn(), update_type_of_scent(), and change_scent_iuse::use().

◆ get_used_bionics_slots()

int Character::get_used_bionics_slots ( const bodypart_id bp) const

Definition at line 2488 of file bionics.cpp.

2489{
2490 int used_slots = 0;
2491 for( const bionic_id &bid : get_bionics() ) {
2492 auto search = bid->occupied_bodyparts.find( bp.id() );
2493 if( search != bid->occupied_bodyparts.end() ) {
2494 used_slots += search->second;
2495 }
2496 }
2497
2498 return used_slots;
2499}
static bool search(const ui_adaptor &om_ui, tripoint_abs_omt &curs, const tripoint_abs_omt &orig)

References get_bionics(), int_id< T >::id(), and overmap_ui::search().

Referenced by get_free_bionics_slots().

◆ get_visible_creatures()

std::vector< Creature * > Character::get_visible_creatures ( int  range) const

Returns all creatures that this player can see and that are in the given range.

This player object itself is never included. The player character (g->u) is checked and might be included (if applicable).

Parameters
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10195 of file character.cpp.

10196{
10197 return g->get_creatures_if( [this, range]( const Creature & critter ) -> bool {
10198 return this != &critter && pos() != critter.pos() && // TODO: get rid of fake npcs (pos() check)
10199 rl_dist( pos(), critter.pos() ) <= range && sees( critter );
10200 } );
10201}

References g, Creature::pos(), pos(), rl_dist(), and sees().

Referenced by game::is_hostile_within(), game::list_items_monsters(), and game::mon_info_update().

◆ get_vision_modes()

const std::bitset< NUM_VISION_MODES > & Character::get_vision_modes ( ) const
inline

Definition at line 1551 of file character.h.

1551 {
1552 return vision_mode_cache;
1553 }

References vision_mode_cache.

◆ get_vision_threshold()

float Character::get_vision_threshold ( float  light_level) const

Returns the apparent light level at which the player can see.

This is adjusted by the light level at the character's position to simulate glare, etc, night vision only works if you are in the dark.

Definition at line 1798 of file character.cpp.

1799{
1801 // Debug vision always works with absurdly little light.
1802 return 0.01;
1803 }
1804
1805 // As light_level goes from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LIT,
1806 // dimming goes from 1.0 to 2.0.
1807 const float dimming_from_light = 1.0 + ( ( static_cast<float>( light_level ) -
1810
1811 // -1 because SOME math was changed from LIGHT_AMBIENT_MINIMAL to LIGHT_AMBIENT_LOW
1812 // but kept in other places.
1813 // *_LOW is the one actually used in math, *_MINIMAL is arbitrary.
1814 // TODO: Correct test cases and drop the ugliness
1815
1816 // This guarantees at least 1 tile of range
1817 static const float threshold_cap = vision::threshold_for_nv_range( 1 - 1 ) * LIGHT_AMBIENT_LOW /
1819
1820 return std::min( {static_cast<float>( LIGHT_AMBIENT_LOW ),
1821 vision::threshold_for_nv_range( nv_range - 1 ) * dimming_from_light,
1822 threshold_cap} );
1823}
@ DEBUG_NIGHTVISION
Definition: character.h:83
float nv_range
Definition: character.h:2166
static constexpr float LIGHT_AMBIENT_MINIMAL
Definition: lightmap.h:12
static constexpr float LIGHT_AMBIENT_LOW
Definition: lightmap.h:14
static constexpr float LIGHT_AMBIENT_LIT
Definition: lightmap.h:18
float threshold_for_nv_range(float range)
Returns the light level that darkness will have at this range from player.
Definition: character.cpp:1778

References DEBUG_NIGHTVISION, LIGHT_AMBIENT_LIT, LIGHT_AMBIENT_LOW, LIGHT_AMBIENT_MINIMAL, nv_range, vision::threshold_for_nv_range(), and vision_mode_cache.

Referenced by sight_range().

◆ get_weight()

units::mass Character::get_weight ( ) const
overridevirtual

Returns body weight plus weight of inventory and worn/wielded items.

Implements Creature.

Definition at line 3635 of file character.cpp.

3636{
3637 units::mass ret = 0_gram;
3638 units::mass wornWeight = std::accumulate( worn.begin(), worn.end(), 0_gram,
3639 []( units::mass sum, const item & itm ) {
3640 return sum + itm.weight();
3641 } );
3642
3643 ret += bodyweight(); // The base weight of the player's body
3644 ret += inv.weight(); // Weight of the stored inventory
3645 ret += wornWeight; // Weight of worn items
3646 ret += weapon.weight(); // Weight of wielded item
3647 ret += bionics_weight(); // Weight of installed bionics
3648 return ret;
3649}
units::mass bionics_weight() const
Definition: character.cpp:6850
units::mass bodyweight() const
Definition: character.cpp:6845
units::mass weight() const
Definition: inventory.cpp:987

References bionics_weight(), bodyweight(), inv, cata::hash64_detail::ret, weapon, inventory::weight(), item::weight(), and worn.

Referenced by vehicle::calc_mass_center(), can_mount(), npc::move_to(), swim_speed(), weigh_self_actor::use(), and game::walk_move().

◆ get_weight_string()

std::string Character::get_weight_string ( ) const

Definition at line 4520 of file character.cpp.

4521{
4522 double weight = convert_weight( bodyweight() );
4523 int display_weight = static_cast<int>( std::round( weight ) );
4524 return std::to_string( display_weight ) + " " + weight_units();
4525}
const char * weight_units()
Create a units label for a weight value.
double convert_weight(const units::mass &weight)
Convert weight in grams to units defined by user (kg or lbs)

References bodyweight(), convert_weight(), to_string(), and weight_units().

◆ get_working_arm_count()

int Character::get_working_arm_count ( ) const

Returns the number of functioning arms.

Definition at line 1277 of file character.cpp.

1278{
1280 return 0;
1281 }
1282
1283 int limb_count = 0;
1284 if( !is_limb_disabled( bodypart_id( "arm_l" ) ) ) {
1285 limb_count++;
1286 }
1287 if( !is_limb_disabled( bodypart_id( "arm_r" ) ) ) {
1288 limb_count++;
1289 }
1290 if( has_bionic( bio_blaster ) && limb_count > 0 ) {
1291 limb_count--;
1292 }
1293
1294 return limb_count;
1295}
static const bionic_id bio_blaster("bio_blaster")
bool is_limb_disabled(const bodypart_id &limb) const
Returns true if the limb is disabled(12.5% or less hp)
Definition: character.cpp:1310

References bio_blaster, has_active_mutation(), has_bionic(), is_limb_disabled(), and trait_SHELL2.

Referenced by player::can_wield(), has_two_arms(), melee_attack(), and avatar_action::plthrow().

◆ get_working_leg_count()

int Character::get_working_leg_count ( ) const

Returns the number of functioning legs.

Definition at line 1298 of file character.cpp.

1299{
1300 int limb_count = 0;
1301 if( !is_limb_broken( bodypart_id( "leg_l" ) ) ) {
1302 limb_count++;
1303 }
1304 if( !is_limb_broken( bodypart_id( "leg_r" ) ) ) {
1305 limb_count++;
1306 }
1307 return limb_count;
1308}

References is_limb_broken().

Referenced by character_martial_arts::can_leg_block(), can_run(), is_on_ground(), and avatar::set_movement_mode().

◆ getID()

character_id Character::getID ( ) const

Definition at line 470 of file character.cpp.

471{
472 return this->id;
473}

References id.

Referenced by add_addiction(), item::already_used_by_player(), talk_effect_t::apply(), apply_damage(), iuse::artifact(), mission::assign(), talk_function::assign_camp(), vehicle::assign_seat(), best_installer(), bionics_install_failure(), map::board_vehicle(), veh_interact::calc_overview(), debug_menu::character_edit_menu(), check_needs_extremes(), talk_function::clear_mission(), game::critter_by_id(), iuse::crowbar(), mattack::dermatik(), monster::die(), npc::die(), avatar::do_read(), npc::execute_action(), dig_activity_actor::finish(), hacking_activity_actor::finish(), npc::finish_read(), player::fire_gun(), talk_function::follow(), item::get_remaining_chapters(), player::hardcoded_effects(), heal(), talk_function::hostile(), hurtall(), npc::is_ally(), item_location::impl::item_on_person::item_on_person(), talk_function::leave(), avatar::load(), game::load(), npc::load_npc_template(), item::mark_as_used_by_player(), item::mark_chapter_as_read(), iuse::marloss(), marloss_common(), iuse::marloss_gel(), iuse::marloss_seed(), mend(), iuse::mininuke(), mount_creature(), mutagen_common_checks(), mutate_towards(), npc::mutiny(), iuse::mycus(), iuse::note_bionics(), kill_tracker::notify(), talk_function::npc_die(), mattack::nurse_operate(), mission::on_creature_death(), perform_install(), perform_uninstall(), npc::randomize(), avatar::read(), npc::regen_ai_cache(), rem_addiction(), Creature::remove_effect(), game::reset_npc_dispositions(), map::rotate(), talk_effect_fun_t::set_add_mission(), vehicle_part::set_crew(), npc::set_fac(), npc::set_known_to_u(), npc::setpos(), game::start_game(), npc::start_read(), talk_function::start_training(), talk_function::stop_guard(), player::store(), survive_random_encounter(), npc::talk_to_u(), teleport::teleport(), test_crossing_threshold(), player::throw_item(), activity_handlers::train_finish(), npc::travel_overmap(), game::validate_npc_followers(), vomit(), and wake_up().

◆ gibType()

field_type_id Character::gibType ( ) const
overridevirtual

Implements Creature.

Definition at line 491 of file character.cpp.

492{
493 return fd_gibs_flesh;
494}
field_type_id fd_gibs_flesh
Definition: field_type.cpp:338

References fd_gibs_flesh.

◆ global_omt_location()

tripoint_abs_omt Character::global_omt_location ( ) const

Returns the location of the player in global overmap terrain coordinates.

Definition at line 6318 of file character.cpp.

6319{
6320 // TODO: fix point types
6322}
virtual tripoint global_square_location() const
Global position, expressed in map square coordinate system (the most detailed coordinate system),...
Definition: character.cpp:6308
point ms_to_omt_copy(const point &p)
coords::coord_point< tripoint, coords::origin::abs, coords::omt > tripoint_abs_omt
Definition: coordinates.h:493

References global_square_location(), and ms_to_omt_copy().

Referenced by talk_function::abandon_camp(), computer_session::action_map_sewer(), computer_session::action_map_subway(), computer_session::action_maps(), activate_bionic(), activate_mutation(), apply_persistent_morale(), iuse::artifact(), talk_function::assign_camp(), talk_function::basecamp_mission(), burn_fuel(), talk_function::caravan_dist(), ui::omap::choose_point(), talk_function::companion_choose_return(), talk_function::companion_list(), talk_function::companion_mission(), npc::consume_food_from_camp(), mission_start::create_hidden_lab_console(), mission_start::create_ice_lab_console(), mission_start::create_lab_console(), game::disp_NPCs(), item::display_name(), ui::omap::display_visible_weather(), ui::omap::display_weather(), game::do_turn(), overmap_ui::draw_ascii(), draw_env_compact(), draw_loc_labels(), draw_location_classic(), game::draw_minimap(), draw_minimap(), basecamp::faction_display(), npc::faction_display(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_harvest(), mission_start::find_safety(), overmapbuffer::fix_npcs(), get_basecamp(), get_mission_om_origin(), overmapbuffer::get_npcs_near_omt(), overmapbuffer::get_npcs_near_player(), overmap_ui::get_overmap_path_to(), npc::go_to_omt_destination(), talk_function::goto_location(), npc::guard_current_pos(), talk_function::individual_mission(), mission_start::kill_horde_master(), game::list_missions(), spell_effect::map_area(), trapfunc::map_regen(), npc::move(), overmap_los(), passive_power_gen(), game::perhaps_add_random_npc(), mission_start::place_deposit_box(), mission_start::place_npc_software(), player::process_turn(), npc::reach_omt_destination(), talk_function::recover_camp(), teleporter_callback::refresh(), npc::regen_ai_cache(), render_wind(), game::reset_npc_dispositions(), reveal_destination(), mission_start::reveal_lab_train_depot(), mission_util::reveal_om_ter(), conditional_t< T >::set_at_om_location(), npc::set_companion_mission(), npc::set_omt_destination(), talk_function::start_camp(), game::start_game(), activity_handlers::travel_do_turn(), npc::travel_overmap(), activity_handlers::tree_communion_do_turn(), update_bodytemp(), game::update_overmap_seen(), reveal_map_actor::use(), game::vertical_notes(), iuse::weather_tool(), npc::within_boundaries_of_camp(), and game::zones_manager().

◆ global_sm_location()

tripoint Character::global_sm_location ( ) const

◆ global_square_location()

tripoint Character::global_square_location ( ) const
virtual

Global position, expressed in map square coordinate system (the most detailed coordinate system), used by the map.

Reimplemented in npc.

Definition at line 6308 of file character.cpp.

6309{
6310 return g->m.getabs( position );
6311}
tripoint position
Definition: character.h:2114

References g, and position.

Referenced by global_omt_location(), and global_sm_location().

◆ handle_melee_wear()

bool Character::handle_melee_wear ( item shield,
float  wear_multiplier = 1.0f 
)

Calculates melee weapon wear-and-tear through use, returns true if item is destroyed.

Dexterity reduces chance of damaging your melee weapon Strength increases chance of damaging your melee weapon (NEGATIVE) Melee reduces chance of damaging your melee weapon

Definition at line 156 of file melee.cpp.

157{
158 if( wear_multiplier <= 0.0f ) {
159 return false;
160 }
161 // Here is where we handle wear and tear on things we use as melee weapons or shields.
162 if( shield.is_null() ) {
163 return false;
164 }
165
166 // UNBREAKABLE_MELEE items can't be damaged through melee combat usage.
167 if( shield.has_flag( "UNBREAKABLE_MELEE" ) ) {
168 return false;
169 }
170
171 /** @EFFECT_DEX reduces chance of damaging your melee weapon */
172
173 /** @EFFECT_STR increases chance of damaging your melee weapon (NEGATIVE) */
174
175 /** @EFFECT_MELEE reduces chance of damaging your melee weapon */
176 const float stat_factor = dex_cur / 2.0f
178 + ( 64.0f / std::max( str_cur, 4 ) );
179
180 float material_factor;
181
182 itype_id weak_comp;
183 itype_id big_comp = itype_id::NULL_ID();
184 // Fragile items that fall apart easily when used as a weapon due to poor construction quality
185 if( shield.has_flag( "FRAGILE_MELEE" ) ) {
186 const float fragile_factor = 6;
187 int weak_chip = INT_MAX;
188 units::volume big_vol = 0_ml;
189
190 // Items that should have no bearing on durability
191 const std::set<itype_id> blacklist = { itype_rag, itype_leather, itype_fur };
192
193 for( auto &comp : shield.components ) {
194 if( blacklist.count( comp.typeId() ) <= 0 ) {
195 if( weak_chip > comp.chip_resistance() ) {
196 weak_chip = comp.chip_resistance();
197 weak_comp = comp.typeId();
198 }
199 }
200 if( comp.volume() > big_vol ) {
201 big_vol = comp.volume();
202 big_comp = comp.typeId();
203 }
204 }
205 material_factor = ( weak_chip < INT_MAX ? weak_chip : shield.chip_resistance() ) / fragile_factor;
206 } else {
207 material_factor = shield.chip_resistance();
208 }
209 int damage_chance = static_cast<int>( stat_factor * material_factor / wear_multiplier );
210 // DURABLE_MELEE items are made to hit stuff and they do it well, so they're considered to be a lot tougher
211 // than other weapons made of the same materials.
212 if( shield.has_flag( "DURABLE_MELEE" ) ) {
213 damage_chance *= 4;
214 }
215
216 if( damage_chance > 0 && !one_in( damage_chance ) ) {
217 return false;
218 }
219
220 auto str = shield.tname(); // save name before we apply damage
221
222 if( !shield.inc_damage() ) {
223 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the force of the blow!" ),
224 _( "<npcname>'s %s is damaged by the force of the blow!" ),
225 str );
226 return false;
227 }
228
229 // Dump its contents on the ground
230 // Destroy irremovable mods, if any
231
232 for( auto mod : shield.gunmods() ) {
233 if( mod->is_irremovable() ) {
234 remove_item( *mod );
235 }
236 }
237
238 // Preserve item temporarily for component breakdown
239 item temp = shield;
240
241 shield.contents.spill_contents( pos() );
242
243 remove_item( shield );
244
245 // Breakdown fragile weapons into components
246 if( temp.has_flag( "FRAGILE_MELEE" ) && !temp.components.empty() ) {
247 add_msg_player_or_npc( m_bad, _( "Your %s breaks apart!" ),
248 _( "<npcname>'s %s breaks apart!" ),
249 str );
250
251 for( auto &comp : temp.components ) {
252 int break_chance = comp.typeId() == weak_comp ? 2 : 8;
253
254 if( one_in( break_chance ) ) {
255 add_msg_if_player( m_bad, _( "The %s is destroyed!" ), comp.tname() );
256 continue;
257 }
258
259 if( comp.typeId() == big_comp && !is_armed() ) {
260 wield( comp );
261 } else {
262 g->m.add_item_or_charges( pos(), comp );
263 }
264 }
265 } else {
266 add_msg_player_or_npc( m_bad, _( "Your %s is destroyed by the blow!" ),
267 _( "<npcname>'s %s is destroyed by the blow!" ),
268 str );
269 }
270
271 return true;
272}
virtual bool wield(item &target)=0
Removes currently wielded item (if any) and replaces it with the target item.
bool spill_contents(const tripoint &pos)
int chip_resistance(bool worst=false) const
Returns resistance to being damaged by attack against the item itself.
Definition: item.cpp:6038
bool inc_damage(damage_type dt)
Increment item damage by itype::damage_scale constrained by max_damage.
Definition: item.cpp:6099
static const itype_id itype_rag("rag")
static const itype_id itype_fur("fur")
static const itype_id itype_leather("leather")

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::chip_resistance(), item::components, item::contents, dex_cur, g, get_skill_level(), item::gunmods(), item::has_flag(), item::inc_damage(), is_armed(), item::is_null(), itype_fur, itype_leather, itype_rag, m_bad, string_id< itype >::NULL_ID(), one_in(), pos(), visitable< Character >::remove_item(), skill_melee, item_contents::spill_contents(), str_cur, item::tname(), and wield().

Referenced by block_hit(), melee_special_effects(), player::reach_attack(), and smash().

◆ has_active_bionic()

bool Character::has_active_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id and it is powered on.

Definition at line 1876 of file character.cpp.

1877{
1878 for( const bionic &i : *my_bionics ) {
1879 if( i.id == b ) {
1880 return ( i.powered && i.incapacitated_time == 0_turns );
1881 }
1882 }
1883 return false;
1884}

References b, and my_bionics.

Referenced by absorb_hit(), activate_bionic(), active_light(), adjust_for_focus(), attack_cost(), player::basic_symbol_color(), burn_move_stamina(), character_martial_arts::can_arm_block(), can_feed_furnace_with(), can_feed_reactor_with(), character_martial_arts::can_leg_block(), player::can_sleep(), crit_chance(), avatar::do_read(), do_skill_rust(), game::do_turn(), draw_bionics_titlebar(), draw_skills_tab(), player::eat(), iuse::ehandcuffs(), npc::finish_read(), fun_for(), get_env_resist(), get_hit_weapon(), ranged::gunmode_checks_weapon(), game::handle_action(), has_fire(), has_nv(), hearing_ability(), player::impact(), in_climate_control(), is_blind(), is_deaf(), is_immune_damage(), is_immune_field(), ma_requirements::is_valid_character(), game::item_action_menu(), trapfunc::ledge(), melee_attack(), melee_special_effects(), game::monmove(), mut_cbm_encumb(), player::on_hit(), game::on_move_effects(), perform_technique(), character_martial_arts::pick_style(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), map::player_in_field(), player::process_items(), recalc_sight_limits(), npc::recharge_cbm(), game::remoteveh(), reset_stats(), mattack::riotbot(), roll_bash_damage(), roll_cut_damage(), roll_stab_damage(), run_cost(), player::search_surroundings(), sees_with_specials(), game::setremoteveh(), player::sleep_spot(), iuse::solarpack(), suffer_from_radiation(), player::throw_item(), throw_range(), player::try_to_sleep(), player::uncanny_dodge(), update_health(), update_needs(), update_stamina(), use_charges(), use_fire(), and npc::wants_to_recharge_cbm().

◆ has_active_item()

bool Character::has_active_item ( const itype_id id) const

Whether the player carries an active item of the given item type.

Definition at line 2542 of file character.cpp.

2543{
2544 return has_item_with( [id]( const item & it ) {
2545 return it.active && it.typeId() == id;
2546 } );
2547}

References item::active, visitable< Character >::has_item_with(), and item::typeId().

Referenced by deactivate_bionic(), game::handle_action(), iuse::mp3(), game::remoteveh(), and game::setremoteveh().

◆ has_active_mutation()

◆ has_activity() [1/2]

bool Character::has_activity ( const activity_id type) const

◆ has_activity() [2/2]

bool Character::has_activity ( const std::vector< activity_id > &  types) const

Check if player currently has any of the given activities.

Definition at line 9203 of file character.cpp.

9204{
9205 return std::find( types.begin(), types.end(), activity.id() ) != types.end();
9206}
FMT_CONSTEXPR bool find(Ptr first, Ptr last, T value, Ptr &out)

References activity, detail::find(), and player_activity::id().

◆ has_addiction()

bool Character::has_addiction ( add_type  type) const

Returns true if the player has an addiction of the specified type.

Definition at line 1938 of file suffer.cpp.

1939{
1940 return std::any_of( addictions.begin(), addictions.end(),
1941 [type]( const addiction & ad ) {
1942 return ad.type == type && ad.intensity >= MIN_ADDICTION_LEVEL;
1943 } );
1944}

References addictions, and type.

Referenced by player::sleep_spot().

◆ has_alarm_clock()

bool Character::has_alarm_clock ( ) const

Returns true if the player or their vehicle has an alarm clock.

Definition at line 828 of file character.cpp.

829{
830 return ( has_item_with_flag( "ALARMCLOCK", true ) ||
831 ( g->m.veh_at( pos() ) &&
832 !empty( g->m.veh_at( pos() )->vehicle().get_avail_parts( "ALARMCLOCK" ) ) ) ||
834}
static const bionic_id bio_watch("bio_watch")
bool has_item_with_flag(const std::string &flag, bool need_charges=false) const
Definition: character.cpp:9554

References bio_watch, g, has_bionic(), has_item_with_flag(), pos(), and vehicle.

Referenced by player::hardcoded_effects(), sleep(), and wait().

◆ has_any_bionic()

bool Character::has_any_bionic ( ) const

Returns true if the player has any bionic.

Definition at line 1886 of file character.cpp.

1887{
1888 return !get_bionics().empty();
1889}

References get_bionics().

Referenced by mattack::nurse_operate().

◆ has_artifact_with()

bool Character::has_artifact_with ( art_effect_passive  effect) const
virtual

Reimplemented in npc.

Definition at line 3201 of file character.cpp.

3202{
3204 return true;
3205 }
3206 for( auto &i : worn ) {
3207 if( i.has_effect_when_worn( effect ) ) {
3208 return true;
3209 }
3210 }
3211 return has_item_with( [effect]( const item & it ) {
3212 return it.has_effect_when_carried( effect );
3213 } );
3214}
bool has_effect_when_carried(art_effect_passive effect) const
Does the item provide the artifact effect when it is carried?
Definition: item.cpp:9580
bool has_effect_when_wielded(art_effect_passive effect) const
Does the item provide the artifact effect when it is wielded?
Definition: item.cpp:9562

References item::has_effect_when_carried(), item::has_effect_when_wielded(), visitable< Character >::has_item_with(), weapon, and worn.

Referenced by active_light(), player::basic_symbol_color(), deal_damage(), player::hardcoded_effects(), is_immune_damage(), is_invisible(), melee_attack(), recalc_sight_limits(), player::recalc_speed_bonus(), suffer_from_artifacts(), suffer_while_awake(), update_health(), game::walk_move(), and weight_capacity().

◆ has_base_trait()

bool Character::has_base_trait ( const trait_id b) const

Returns true if the player has the entered starting trait.

Definition at line 121 of file mutation.cpp.

122{
123 // Look only at base traits
124 return my_traits.find( b ) != my_traits.end();
125}

References b, and my_traits.

Referenced by build_mut_dependency_map(), do_purify(), wish_mutate_callback::key(), mutate_towards(), old_mutate(), player::power_mutations_ui(), iuse::purify_iv(), iuse::purify_smart(), remove_mutation(), and debug_menu::wishmutate().

◆ has_bionic()

bool Character::has_bionic ( const bionic_id b) const

Returns true if the player has the entered bionic id.

Definition at line 1866 of file character.cpp.

1867{
1868 for( const bionic_id &bid : get_bionics() ) {
1869 if( bid == b ) {
1870 return true;
1871 }
1872 }
1873 return false;
1874}

References b, and get_bionics().

Referenced by add_bionic(), iexamine::autodoc(), autodoc_internal(), bionics_install_failure(), talk_trial::calc_chance(), calc_needs_rates(), character_martial_arts::can_arm_block(), character_martial_arts::can_leg_block(), npc::can_read(), can_uninstall_bionic(), install_bionic_actor::can_use(), item::color_in_inventory(), consume_effects(), player::consume_med(), activity_handlers::cracking_do_turn(), deactivate_bionic(), draw_env_compact(), draw_speed_tab(), draw_time_classic(), player::eat(), iuse::einktabletpc(), iexamine::fireplace(), avatar::get_book_reader(), bionic_install_preset::get_denial(), bionic_install_surgeon_preset::get_denial(), get_temp(), player::get_weapon_dispersion(), get_working_arm_count(), player::hardcoded_effects(), has_alarm_clock(), has_enough_anesth(), has_fire(), has_watch(), is_immune_effect(), player::load(), game::on_move_effects(), activity_handlers::operation_do_turn(), overmap_sight_range(), iexamine::pay_gas(), sounds::process_sound_markers(), read_speed(), recalc_sight_limits(), player::recalc_speed_bonus(), iuse::robotcontrol(), roll_cut_damage(), roll_stab_damage(), run_cost(), iexamine::safe(), conditional_t< T >::set_has_bionics(), sight_impaired(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_from_sunburn(), suffer_while_underwater(), try_start_hacking(), update_bodytemp(), consume_drug_iuse::use(), game::use_computer(), use_fire(), volume_capacity_reduced_by(), avatar::wake_up(), game::walk_move(), and will_eat().

◆ has_charges()

bool Character::has_charges ( const itype_id it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
) const

Definition at line 9571 of file character.cpp.

9573{
9574 if( it == itype_fire || it == itype_apparatus ) {
9575 return has_fire( quantity );
9576 }
9577 if( it == itype_UPS && is_mounted() &&
9578 mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) ) {
9579 auto mons = mounted_creature.get();
9580 return quantity <= mons->battery_item->ammo_remaining();
9581 }
9582 if( it == itype_bio_armor ) {
9583 int mod_qty = 0;
9584 float efficiency = 1;
9585 for( const bionic &bio : *my_bionics ) {
9586 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9587 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9588 }
9589 }
9590 if( efficiency == 1 ) {
9591 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9592 }
9593 mod_qty = quantity / efficiency;
9594 return ( has_power() && get_power_level() >= units::from_kilojoule( mod_qty ) );
9595 }
9596 return charges_of( it, quantity, filter ) == quantity;
9597}
static const itype_id itype_fire("fire")
static const flag_str_id flag_BIONIC_ARMOR_INTERFACE("BIONIC_ARMOR_INTERFACE")
static const itype_id itype_apparatus("apparatus")
bool has_power() const
Definition: character.cpp:1998
bool has_fire(int quantity) const
Definition: character.cpp:9718

References visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, units::from_kilojoule(), get_power_level(), has_fire(), has_power(), is_mounted(), itype_apparatus, itype_bio_armor, itype_fire, itype_UPS, MF_RIDEABLE_MECH, mounted_creature, and my_bionics.

Referenced by iexamine::arcfurnace_empty(), iuse::cable_attach(), can_eat(), iexamine::can_fertilize(), player::can_reload(), cauterize_actor::can_use(), craft_command::check_item_components_missing(), craft_command::check_tool_components_missing(), consume_charges(), player::consume_med(), consume_remote_fuel(), player::craft_consume_tools(), iuse::ecig(), activity_handlers::fertilize_plot_do_turn(), find_remote_fuel(), crafting::find_tool_component(), iuse::firecracker_pack(), player::gunmod_add(), ranged::gunmode_checks_weapon(), has_enough_charges(), has_fire(), npc::heal_self(), iexamine::kiln_empty(), npc::move(), iexamine::pay_gas(), game::reload(), talk_effect_fun_t::set_consume_item(), conditional_t< T >::set_has_items(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), iuse::smoking(), suffer_from_asthma(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), use_charges_if_avail(), and use_fire().

◆ has_child_flag()

bool Character::has_child_flag ( const trait_id flag) const

Returns true if the player has the entered mutation child flag.

Definition at line 1485 of file mutation.cpp.

1486{
1487 for( const trait_id &elem : flag->replacements ) {
1488 const trait_id &tmp = elem;
1489 if( has_trait( tmp ) || has_child_flag( tmp ) ) {
1490 return true;
1491 }
1492 }
1493 return false;
1494}
bool has_child_flag(const trait_id &flag) const
Returns true if the player has the entered mutation child flag.
Definition: mutation.cpp:1485

References has_child_flag(), has_trait(), and mutation_branch::replacements.

Referenced by has_child_flag(), mutate_towards(), mutation_ok(), and remove_child_flag().

◆ has_destination()

◆ has_destination_activity()

bool Character::has_destination_activity ( ) const

Definition at line 10467 of file character.cpp.

10468{
10470 position == g->m.getlocal( *destination_point );
10471}
player_activity get_destination_activity() const
Definition: character.cpp:1018
bool is_null() const

References destination_point, g, get_destination_activity(), player_activity::is_null(), and position.

Referenced by game::handle_action(), npc::move(), npc::move_to(), and start_destination_activity().

◆ has_distant_destination()

bool Character::has_distant_destination ( ) const

Definition at line 10451 of file character.cpp.

10452{
10455}
static const activity_id ACT_TRAVELLING("ACT_TRAVELLING")
std::vector< tripoint_abs_omt > omt_path
Definition: character.h:1030

References ACT_TRAVELLING, get_destination_activity(), has_destination(), player_activity::id(), player_activity::is_null(), and omt_path.

Referenced by game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), and game::do_turn().

◆ has_enough_anesth()

bool Character::has_enough_anesth ( const itype cbm,
player patient 
)

Has enough anesthetic for surgery.

Definition at line 1820 of file bionics.cpp.

1821{
1822 if( !cbm->bionic ) {
1823 debugmsg( "has_enough_anesth( const itype *cbm ): %s is not a bionic", cbm->get_id() );
1824 return false;
1825 }
1826
1829 return true;
1830 }
1831
1832 const int weight = 7;
1833 const requirement_data req_anesth = *requirement_id( "anesthetic" ) *
1834 cbm->bionic->difficulty * 2 * weight;
1835
1837}
static const bionic_id bio_painkiller("bio_painkiller")
static const trait_id trait_DEBUG_BIONICS("DEBUG_BIONICS")
static const trait_id trait_NOPAIN("NOPAIN")
bool is_crafting_component(const item &component)
Default filter for crafting component searches.
Definition: item.h:2275
cata::value_ptr< islot_bionic > bionic
Definition: itype.h:854
bool can_make_with_inventory(const inventory &crafting_inv, const std::function< bool(const item &)> &filter, int batch=1, cost_adjustment=cost_adjustment::none) const
Returns true if the requirements are fufilled by the filtered inventory.
string_id< requirement_data > requirement_id
Definition: type_id.h:120

References bio_painkiller, itype::bionic, requirement_data::can_make_with_inventory(), crafting_inventory(), debugmsg, itype::get_id(), has_bionic(), has_trait(), is_crafting_component(), trait_DEBUG_BIONICS, and trait_NOPAIN.

Referenced by bionic_install_preset::get_denial(), and bionic_uninstall_preset::get_denial().

◆ has_enough_charges()

bool Character::has_enough_charges ( const item it,
bool  show_msg 
) const

Has the item enough charges to invoke its use function? Also checks if UPS from this player is used instead of item charges.

Definition at line 7442 of file character.cpp.

7443{
7444 if( !it.is_tool() || !it.ammo_required() ) {
7445 return true;
7446 }
7447 if( it.is_power_armor() ) {
7448 if( ( as_player()->can_interface_armor() && has_charges( itype_bio_armor, it.ammo_required() ) ) ||
7450 it.ammo_sufficient() ) {
7451 return true;
7452 }
7453
7454 if( show_msg ) {
7455 if( it.has_flag( flag_USE_UPS ) ) {
7457 vgettext( "Your %s needs %d charge, from some UPS or a Bionic Power Interface.",
7458 "Your %s needs %d charges, from some UPS or a Bionic Power Interface.",
7459 it.ammo_required() ),
7460 it.tname(), it.ammo_required() );
7461 } else {
7463 vgettext( "Your %s needs %d charge, from a Bionic Power Interface.",
7464 "Your %s needs %d charges, from a Bionic Power Interface.",
7465 it.ammo_required() ),
7466 it.tname(), it.ammo_required() );
7467 }
7468 }
7469 return false;
7470 }
7471 if( it.has_flag( flag_USE_UPS ) ) {
7472 if( has_charges( itype_UPS, it.ammo_required() ) || it.ammo_sufficient() ) {
7473 return true;
7474 }
7475 if( show_msg ) {
7477 vgettext( "Your %s needs %d charge from some UPS.",
7478 "Your %s needs %d charges from some UPS.",
7479 it.ammo_required() ),
7480 it.tname(), it.ammo_required() );
7481 }
7482 return false;
7483 } else if( !it.ammo_sufficient() ) {
7484 if( show_msg ) {
7486 vgettext( "Your %s has %d charge but needs %d.",
7487 "Your %s has %d charges but needs %d.",
7488 it.ammo_remaining() ),
7489 it.tname(), it.ammo_remaining(), it.ammo_required() );
7490 }
7491 return false;
7492 }
7493 return true;
7494}
bool ammo_sufficient(int qty=1) const
Check if sufficient ammo is loaded for given number of uses.
Definition: item.cpp:7315

References Creature::add_msg_if_player(), item::ammo_remaining(), item::ammo_required(), item::ammo_sufficient(), Creature::as_player(), flag_USE_UPS(), has_charges(), item::has_flag(), item::is_power_armor(), item::is_tool(), itype_bio_armor, itype_UPS, m_info, item::tname(), and vgettext().

Referenced by activatable_inventory_preset::get_denial(), invoke_item(), and iuse::jackhammer().

◆ has_fire()

bool Character::has_fire ( int  quantity) const

Definition at line 9718 of file character.cpp.

9719{
9720 // TODO: Replace this with a "tool produces fire" flag.
9721
9722 if( g->m.has_nearby_fire( pos() ) ) {
9723 return true;
9724 } else if( has_item_with_flag( "FIRE" ) ) {
9725 return true;
9726 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9727 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9728 for( auto &i : firestarters ) {
9729 if( !i->type->can_have_charges() ) {
9730 const use_function *usef = i->type->get_use( "firestarter" );
9731 if( !usef ) {
9732 debugmsg( "failed to get use func 'firestarter' for item '%s'", i->typeId().c_str() );
9733 continue;
9734 }
9735 const firestarter_actor *actor = dynamic_cast<const firestarter_actor *>( usef->get_actor_ptr() );
9736 if( actor->can_use( *this->as_character(), *i, false, tripoint_zero ).success() ) {
9737 return true;
9738 }
9739 } else if( has_charges( i->typeId(), quantity ) ) {
9740 return true;
9741 }
9742 }
9743 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9744 return true;
9745 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9746 return true;
9747 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9748 return true;
9749 } else if( is_npc() ) {
9750 // HACK: A hack to make NPCs use their Molotovs
9751 return true;
9752 }
9753 return false;
9754}
static const bionic_id bio_lighter("bio_lighter")
static const bionic_id bio_laser("bio_laser")
static const bionic_id bio_tools("bio_tools")
std::vector< const item * > all_items_with_flag(const std::string &flag) const
All items that have the given flag (item::has_flag).
Definition: character.cpp:9564
Starts a fire instantly.
Definition: iuse_actor.h:529
ret_val< bool > can_use(const Character &, const item &, bool, const tripoint &) const override
iuse_actor * get_actor_ptr()
Definition: iuse.h:315

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, firestarter_actor::can_use(), debugmsg, g, use_function::get_actor_ptr(), get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), Creature::is_npc(), pos(), and tripoint_zero.

Referenced by has_charges(), and symbol_color().

◆ has_grab_break_tec()

bool Character::has_grab_break_tec ( ) const
overridevirtual

Returns true if the player has a grab breaking technique available.

Implements Creature.

Definition at line 1209 of file martialarts.cpp.

1210{
1211 return martial_arts_data->has_grab_break_tec();
1212}

References martial_arts_data.

Referenced by player::can_grab_break(), deal_damage(), and mattack::grab().

◆ has_item_with_flag()

bool Character::has_item_with_flag ( const std::string &  flag,
bool  need_charges = false 
) const

Definition at line 9554 of file character.cpp.

9555{
9556 return has_item_with( [&flag, &need_charges]( const item & it ) {
9557 if( it.is_tool() && need_charges ) {
9558 return it.has_flag( flag ) && it.type->tool->max_charges ? it.charges > 0 : it.has_flag( flag );
9559 }
9560 return it.has_flag( flag );
9561 } );
9562}

References item::has_flag(), visitable< Character >::has_item_with(), and item::is_tool().

Referenced by draw_env_compact(), draw_time_classic(), npc::faction_display(), get_temp(), has_alarm_clock(), has_fire(), has_watch(), loot(), overmap_sight_range(), npc::reach_omt_destination(), and use_fire().

◆ has_mabuff()

bool Character::has_mabuff ( const mabuff_id buff_id) const

Returns true if the player has any martial arts buffs attached.

Definition at line 1202 of file martialarts.cpp.

1203{
1204 return search_ma_buff_effect( *effects, [&id]( const ma_buff & b, const effect & ) {
1205 return b.id == id;
1206 } );
1207}
static bool search_ma_buff_effect(const C &container, F f)

References b, Creature::effects, id, and search_ma_buff_effect().

Referenced by ma_requirements::is_valid_character().

◆ has_max_power()

bool Character::has_max_power ( ) const

Definition at line 2003 of file character.cpp.

2004{
2005 return max_power_level > 0_kJ;
2006}

References max_power_level.

Referenced by bionics_install_failure(), power_stat(), conditional_t< T >::set_has_bionics(), and suffer_from_bad_bionics().

◆ has_morale()

bool Character::has_morale ( const morale_type type) const

Definition at line 9078 of file character.cpp.

9079{
9080 return morale->has( type );
9081}

References morale, and type.

Referenced by player::fire_gun(), suffer_from_other_mutations(), and iuse::towel_common().

◆ has_morale_to_craft()

bool Character::has_morale_to_craft ( ) const

Definition at line 329 of file crafting.cpp.

330{
331 return get_morale_level() >= -50;
332}
int get_morale_level() const
Definition: character.cpp:9062

References get_morale_level().

Referenced by game::butcher(), and iuse::multicooker().

◆ has_morale_to_read()

bool Character::has_morale_to_read ( ) const

Definition at line 9098 of file character.cpp.

9099{
9100 return get_morale_level() >= -40;
9101}

References get_morale_level().

Referenced by avatar::get_book_reader().

◆ has_nv()

bool Character::has_nv ( )

Returns true if the player has some form of night vision.

Definition at line 3600 of file character.cpp.

3601{
3602 static bool nv = false;
3603
3604 if( !nv_cached ) {
3605 nv_cached = true;
3606 nv = ( worn_with_flag( flag_GNV_EFFECT ) ||
3609 }
3610
3611 return nv;
3612}
static const std::string flag_GNV_EFFECT("GNV_EFFECT")
static const std::string flag_EFFECT_NIGHT_VISION("EFFECT_NIGHT_VISION")
static const bionic_id bio_night_vision("bio_night_vision")
bool has_effect_with_flag(const std::string &flag, body_part bp=num_bp) const
Check if creature has any effect with the given flag.
Definition: creature.cpp:1195

References bio_night_vision, flag_EFFECT_NIGHT_VISION(), flag_GNV_EFFECT(), has_active_bionic(), Creature::has_effect_with_flag(), nv_cached, and worn_with_flag().

Referenced by recalc_sight_limits().

◆ has_opposite_trait()

bool Character::has_opposite_trait ( const trait_id flag) const

Returns true if the player has a trait which cancels the entered trait.

Definition at line 9884 of file character.cpp.

9885{
9886 for( const trait_id &i : flag->cancels ) {
9887 if( has_trait( i ) ) {
9888 return true;
9889 }
9890 }
9891 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
9892 for( const trait_id &canceled_trait : mut.first->cancels ) {
9893 if( canceled_trait == flag ) {
9894 return true;
9895 }
9896 }
9897 }
9898 return false;
9899}
std::vector< trait_id > cancels
Definition: mutation.h:279

References mutation_branch::cancels, has_trait(), and my_mutations.

Referenced by known_magic::can_learn_spell(), and player::has_conflicting_trait().

◆ has_power()

bool Character::has_power ( ) const

Definition at line 1998 of file character.cpp.

1999{
2000 return power_level > 0_kJ;
2001}

References power_level.

Referenced by player::can_sleep(), has_charges(), player::try_to_sleep(), iuse_transform::use(), set_transform_iuse::use(), and use_charges().

◆ has_stashed_activity()

bool Character::has_stashed_activity ( ) const

Definition at line 975 of file character.cpp.

976{
977 return static_cast<bool>( stashed_outbounds_activity );
978}

References stashed_outbounds_activity.

Referenced by npc::move().

◆ has_trait()

bool Character::has_trait ( const trait_id b) const
overridevirtual

Returns true if the player has the entered trait.

Reimplemented from Creature.

Definition at line 103 of file mutation.cpp.

104{
105 return my_mutations.count( b ) || enchantment_cache->get_mutations().count( b );
106}

References b, enchantment_cache, and my_mutations.

Referenced by absorb_hit(), activate_mutation(), add_addiction(), add_bionic(), player::add_pain_msg(), add_traits(), addict_effect(), adjust_for_focus(), alcohol(), allergy_type(), iuse::anticonvulsant(), iuse::antiparasitic(), apply_damage(), apply_persistent_morale(), monster::attitude(), iexamine::autodoc(), autodoc_internal(), iexamine::bars(), base_comfort_value(), player::basic_symbol_color(), bionics_pl_skill(), iuse::blech(), iuse::blood_draw(), bloodType(), player::book_fun_for(), activity_handlers::build_do_turn(), burn_move_stamina(), calc_all_parts_hp(), talk_trial::calc_chance(), player::calc_focus_equilibrium(), calc_needs_rates(), player::can_continue_craft(), can_eat(), can_install_bionics(), spell::can_learn(), player::can_lift(), can_pick_weight(), npc::can_read(), cauterize_actor::can_use(), install_bionic_actor::can_use(), can_wear(), cauterize_actor::cauterize_effect(), iexamine::chainfence(), check_needs_extremes(), game::check_safe_mode_allowed(), game::cleanup_at_end(), item::color_in_inventory(), talk_function::commune_farmfield(), talk_function::companion_mission(), veh_interact::complete_vehicle(), consume_effects(), player::consume_item(), player::consume_items(), player::consume_tools(), iuse::contacts(), game::control_vehicle(), player::craft_consume_tools(), crafting_inventory(), player::crafting_success_roll(), avatar::create(), craft_command::create_in_progress_craft(), iuse::datura(), deal_damage(), debug_vision(), mattack::dermatik(), trap::detect_trap(), monster::die(), player::disp_info(), avatar::disp_morale(), do_purify(), game::do_turn(), construct::done_vehicle(), overmap_ui::draw_ascii(), draw_limb_health(), overmap_ui::draw_om_sidebar(), draw_speed_tab(), drench(), player::eat(), eff_fun_spores(), iuse::einktabletpc(), game::extended_description(), player::fall_damage_mod(), talk_function::field_harvest(), game::find_or_make_stairs(), player::fine_detail_vision_mod(), npc::finish_read(), player::fire_gun(), floor_warmth(), iexamine::flower_dahlia(), talk_function::forage_return(), npc::form_opinion(), fun_for(), player::fun_to_read(), fungal_effects::fungalize(), avatar::get_book_reader(), get_dodge(), get_env_resist(), get_face_type(), get_hunger_description(), get_miss_reason(), npc::get_monster_faction(), overmap_ui::get_overmap_neighbors(), get_pain_description(), player::get_pain_penalty(), get_shout_volume(), player::gunmod_add(), player::gunmod_installation_odds(), game::handle_action(), player::hardcoded_effects(), hardcoded_mutation_attack(), iexamine::harvest_plant(), has_child_flag(), has_enough_anesth(), player::has_higher_trait(), player::has_lower_trait(), has_opposite_trait(), player::has_same_type_trait(), hearing_ability(), hit_roll(), hurtall(), player::immune_to(), in_climate_control(), install_bionics(), introduce_into_anesthesia(), irradiate(), is_deaf(), is_immune_damage(), is_immune_effect(), is_immune_field(), is_invisible(), wish_mutate_callback::key(), game::knockback(), talk_function::labor_return(), known_magic::learn_spell(), trapfunc::ledge(), iexamine::ledge(), player::load(), marloss_common(), marloss_prevented(), iuse::meditate(), melee_attack(), mend(), player::mend_item(), iuse::meth(), player::mod_pain(), modify_morale(), modify_stimulation(), game::mon_info_update(), avatar_action::move(), iuse::multicooker(), mutate(), mutate_category(), mutate_towards(), mutation_chances(), mutation_ok(), iuse::mycus(), old_mutate(), player::on_hit(), on_hurt(), npc::on_load(), iexamine::pay_gas(), perform_install(), pick_part_to_heal(), activity_handlers::pickaxe_finish(), trapfunc::pit(), trapfunc::pit_glass(), trapfunc::pit_spikes(), game::place_player(), iuse::plantblech(), player_can_build(), player_can_see_to_build(), map::player_in_field(), iuse::poison(), iuse::portable_game(), player::practice(), print_health(), game::print_terrain_info(), player::process_effects_internal(), item::process_litcig(), player::process_one_effect(), sounds::process_sound_markers(), player::process_turn(), iuse::purify_iv(), iuse::purify_smart(), avatar::randomize(), npc::randomize(), react_to_felt_pain(), avatar::read(), recalc_sight_limits(), player::recalc_speed_bonus(), wish_mutate_callback::refresh(), remove_child_flag(), remove_mutation(), player::reset_stats(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), talk_trial::roll(), roll_bash_damage(), rooted(), rooted_message(), iexamine::rubble(), run_cost(), npc::say(), talk_function::scavenging_patrol_return(), sees_with_specials(), player::select_item_component(), conditional_t< T >::set_has_any_trait(), conditional_t< T >::set_has_trait(), set_traits(), shout(), iexamine::shrub_marloss(), sight_impaired(), iexamine::sign(), trapfunc::sinkhole(), player::sleep_spot(), game::slip_down(), avatar::steal(), stumble(), suffer(), suffer_from_addictions(), suffer_from_chemimbalance(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_sunburn(), suffer_in_sunlight(), suffer_while_awake(), suffer_while_underwater(), swim_speed(), npc::talk_to_u(), test_crossing_threshold(), npc::time_to_read(), avatar::time_to_read(), player::toolmod_add(), activity_handlers::tree_communion_do_turn(), iexamine::tree_marloss(), try_reject_mutagen(), try_start_hacking(), player::try_to_sleep(), uninstall_bionic(), update_body(), player::update_body_wetness(), update_bodytemp(), update_needs(), game::update_stair_monsters(), update_stomach(), consume_drug_iuse::use(), cauterize_actor::use(), enzlave_actor::use(), mutagen_actor::use(), mutagen_iv_actor::use(), game::use_computer(), game::vertical_move(), iuse::vibe(), volume_capacity_reduced_by(), player::vomit_mod(), game::walk_move(), iuse::weed_cake(), weed_msg(), weight_capacity(), weather_effect::wet_player(), will_eat(), and debug_menu::wishmutate().

◆ has_trait_flag()

bool Character::has_trait_flag ( const std::string &  b) const

Returns true if player has a trait with a flag.

Definition at line 108 of file mutation.cpp.

109{
110 // UGLY, SLOW, should be cached as my_mutation_flags or something
111 for( const trait_id &mut : get_mutations() ) {
112 const mutation_branch &mut_data = mut.obj();
113 if( mut_data.flags.count( b ) > 0 ) {
114 return true;
115 }
116 }
117
118 return false;
119}
std::set< std::string > flags
Definition: mutation.h:283

References b, mutation_branch::flags, and get_mutations().

Referenced by consider_butchery(), do_skill_rust(), mod_rad(), mod_thirst(), player::practice(), conditional_t< T >::set_has_trait_flag(), spell::spell_fail(), enzlave_actor::use(), and will_eat().

◆ has_two_arms()

bool Character::has_two_arms ( ) const

Returns true if the player has two functioning arms.

Returns true if the character has two functioning arms.

Definition at line 1270 of file character.cpp.

1271{
1272 return get_working_arm_count() >= 2;
1273}
int get_working_arm_count() const
Returns the number of functioning arms.
Definition: character.cpp:1277

References get_working_arm_count().

Referenced by can_wear(), player::can_wield(), ranged::gunmode_checks_common(), hardcoded_mutation_attack(), map::player_in_field(), and mattack::riotbot().

◆ has_watch()

bool Character::has_watch ( ) const

Returns true if the player or their vehicle has a watch.

Definition at line 836 of file character.cpp.

837{
838 return ( has_item_with_flag( "WATCH", true ) ||
839 ( g->m.veh_at( pos() ) &&
840 !empty( g->m.veh_at( pos() )->vehicle().get_avail_parts( "WATCH" ) ) ) ||
842}

References bio_watch, g, has_bionic(), has_item_with_flag(), pos(), and vehicle.

Referenced by draw_loc_labels(), draw_time(), draw_time_classic(), game::list_missions(), and wait().

◆ has_weapon()

bool Character::has_weapon ( ) const
overridevirtual

Implements Creature.

Definition at line 10321 of file character.cpp.

10322{
10323 return !unarmed_attack();
10324}
bool unarmed_attack() const
True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.
Definition: melee.cpp:150

References unarmed_attack().

Referenced by perform_technique(), and pick_technique().

◆ head_cloth_encumbrance()

int Character::head_cloth_encumbrance ( ) const

Returns the total encumbrance of all SKINTIGHT and HELMET_COMPAT items coveringi the head.

Definition at line 8886 of file character.cpp.

8887{
8888 int ret = 0;
8889 for( auto &i : worn ) {
8890 const item *worn_item = &i;
8891 if( i.covers( bp_head ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8892 ( worn_item->has_flag( flag_HELMET_COMPAT ) || worn_item->has_flag( flag_SKINTIGHT ) ) ) {
8893 ret += worn_item->get_encumber( *this );
8894 }
8895 }
8896 return ret;
8897}

References bp_head, flag_HELMET_COMPAT(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), item::get_encumber(), item::has_flag(), cata::hash64_detail::ret, and worn.

Referenced by can_wear().

◆ heal()

void Character::heal ( const bodypart_id healed,
int  dam 
)

Heals a body_part for dam.

Definition at line 8618 of file character.cpp.

8619{
8620 if( !is_limb_broken( healed ) ) {
8621 int effective_heal = std::min( dam, get_part_hp_max( healed ) - get_part_hp_cur( healed ) );
8622 mod_part_hp_cur( healed, effective_heal );
8623 g->events().send<event_type::character_heals_damage>( getID(), effective_heal );
8624 }
8625}
@ character_heals_damage

References character_heals_damage, g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), getID(), is_limb_broken(), and Creature::mod_part_hp_cur().

Referenced by enforce_minimum_healing(), heal_actor::finish_using(), give_aid_to(), healall(), process_bionic(), regen(), and suffer_water_damage().

◆ healall()

void Character::healall ( int  dam)

Heals all body parts for dam.

Definition at line 8627 of file character.cpp.

8628{
8629 for( const bodypart_id &bp : get_all_body_parts() ) {
8630 heal( bp, dam );
8631 mod_part_healed_total( bp, dam );
8632 }
8633}
void mod_part_healed_total(const bodypart_id &id, int mod)
Definition: creature.cpp:1594

References Creature::get_all_body_parts(), heal(), and Creature::mod_part_healed_total().

Referenced by iuse::artifact(), consume_effects(), player::hardcoded_effects(), spell::heal(), iuse::jet_injector(), melee_attack(), iuse::mycus(), regen(), and suffer_from_radiation().

◆ healed_bp()

void Character::healed_bp ( int  bp,
int  amount 
)

Definition at line 7853 of file character.cpp.

7854{
7855 healed_total[bp] += amount;
7856}

References healed_total.

Referenced by regen().

◆ healing_rate()

float Character::healing_rate ( float  at_rest_quality) const

Average hit points healed per turn.

Definition at line 6745 of file character.cpp.

6746{
6747 // TODO: Cache
6748 float heal_rate;
6749 if( !is_npc() ) {
6750 heal_rate = get_option< float >( "PLAYER_HEALING_RATE" );
6751 } else {
6752 heal_rate = get_option< float >( "NPC_HEALING_RATE" );
6753 }
6754 float awake_rate = heal_rate * mutation_value( "healing_awake" );
6755 float final_rate = 0.0f;
6756 if( awake_rate > 0.0f ) {
6757 final_rate += awake_rate;
6758 } else if( at_rest_quality < 1.0f ) {
6759 // Resting protects from rot
6760 final_rate += ( 1.0f - at_rest_quality ) * awake_rate;
6761 }
6762 float asleep_rate = 0.0f;
6763 if( at_rest_quality > 0.0f ) {
6764 asleep_rate = at_rest_quality * heal_rate * ( 1.0f + mutation_value( "healing_resting" ) );
6765 }
6766 if( asleep_rate > 0.0f ) {
6767 final_rate += asleep_rate * ( 1.0f + get_healthy() / 200.0f );
6768 }
6769
6770 // Most common case: awake player with no regenerative abilities
6771 // ~7e-5 is 1 hp per day, anything less than that is totally negligible
6772 static constexpr float eps = 0.000007f;
6773 add_msg( m_debug, "%s healing: %.6f", name, final_rate );
6774 if( std::abs( final_rate ) < eps ) {
6775 return 0.0f;
6776 }
6777
6778 float primary_hp_mod = mutation_value( "hp_modifier" );
6779 if( primary_hp_mod < 0.0f ) {
6780 // HP mod can't get below -1.0
6781 final_rate *= 1.0f + primary_hp_mod;
6782 }
6783
6784 return final_rate;
6785}

References add_msg(), get_healthy(), Creature::is_npc(), m_debug, mutation_value(), and name.

Referenced by regen().

◆ healing_rate_medicine()

float Character::healing_rate_medicine ( float  at_rest_quality,
const bodypart_id bp 
) const

Average hit points healed per turn from healing effects.

Definition at line 6787 of file character.cpp.

6788{
6789 float rate_medicine = 0.0f;
6790 float bandaged_rate = 0.0f;
6791 float disinfected_rate = 0.0f;
6792
6793 const effect &e_bandaged = get_effect( effect_bandaged, bp->token );
6794 const effect &e_disinfected = get_effect( effect_disinfected, bp->token );
6795
6796 if( !e_bandaged.is_null() ) {
6797 bandaged_rate += static_cast<float>( e_bandaged.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6798 ( 24_hours );
6799 if( bp == bodypart_id( "head" ) ) {
6800 bandaged_rate *= e_bandaged.get_amount( "HEAL_HEAD" ) / 100.0f;
6801 }
6802 if( bp == bodypart_id( "torso" ) ) {
6803 bandaged_rate *= e_bandaged.get_amount( "HEAL_TORSO" ) / 100.0f;
6804 }
6805 }
6806
6807 if( !e_disinfected.is_null() ) {
6808 disinfected_rate += static_cast<float>( e_disinfected.get_amount( "HEAL_RATE" ) ) / to_turns<int>
6809 ( 24_hours );
6810 if( bp == bodypart_id( "head" ) ) {
6811 disinfected_rate *= e_disinfected.get_amount( "HEAL_HEAD" ) / 100.0f;
6812 }
6813 if( bp == bodypart_id( "torso" ) ) {
6814 disinfected_rate *= e_disinfected.get_amount( "HEAL_TORSO" ) / 100.0f;
6815 }
6816 }
6817
6818 rate_medicine += bandaged_rate + disinfected_rate;
6819 rate_medicine *= 1.0f + mutation_value( "healing_resting" );
6820 rate_medicine *= 1.0f + at_rest_quality;
6821
6822 // increase healing if character has both effects
6823 if( !e_bandaged.is_null() && !e_disinfected.is_null() ) {
6824 rate_medicine *= 2;
6825 }
6826
6827 if( get_healthy() > 0.0f ) {
6828 rate_medicine *= 1.0f + get_healthy() / 200.0f;
6829 } else {
6830 rate_medicine *= 1.0f + get_healthy() / 400.0f;
6831 }
6832 float primary_hp_mod = mutation_value( "hp_modifier" );
6833 if( primary_hp_mod < 0.0f ) {
6834 // HP mod can't get below -1.0
6835 rate_medicine *= 1.0f + primary_hp_mod;
6836 }
6837 return rate_medicine;
6838}
int get_amount(std::string arg, bool reduced=false) const
Returns the amount of a modifier type applied when a new effect is first added.
Definition: effect.cpp:974

References effect_bandaged, effect_disinfected, effect::get_amount(), Creature::get_effect(), get_healthy(), effect::is_null(), and mutation_value().

Referenced by regen().

◆ hearing_ability()

float Character::hearing_ability ( ) const

Definition at line 10246 of file character.cpp.

10247{
10248 float volume_multiplier = 1.0;
10249
10250 // Mutation/Bionic volume modifiers
10252 volume_multiplier *= 3.5;
10253 }
10254 if( has_trait( trait_PER_SLIME ) ) {
10255 // Random hearing :-/
10256 // (when it's working at all, see player.cpp)
10257 // changed from 0.5 to fix Mac compiling error
10258 volume_multiplier *= ( rng( 1, 2 ) );
10259 }
10260
10261 volume_multiplier *= Character::mutation_value( "hearing_modifier" );
10262
10263 if( has_effect( effect_deaf ) ) {
10264 // Scale linearly up to 30 minutes
10265 volume_multiplier *= ( 30_minutes - get_effect_dur( effect_deaf ) ) / 30_minutes;
10266 }
10267
10268 if( has_effect( effect_earphones ) ) {
10269 volume_multiplier *= .25;
10270 }
10271
10272 return volume_multiplier;
10273}
static const trait_id trait_PER_SLIME("PER_SLIME")
static const efftype_id effect_deaf("deaf")
static const bionic_id bio_ears("bio_ears")
static const bionic_id bio_earplugs("bio_earplugs")
static const efftype_id effect_earphones("earphones")

References bio_earplugs, bio_ears, effect_deaf, effect_earphones, Creature::get_effect_dur(), has_active_bionic(), Creature::has_effect(), has_trait(), mutation_value(), rng(), and trait_PER_SLIME.

Referenced by can_hear(), and sounds::process_sound_markers().

◆ heat_emission()

void Character::heat_emission ( int  b,
int  fuel_energy 
)

Handle heat from exothermic power generation.

Definition at line 1450 of file bionics.cpp.

1451{
1452 const bionic &bio = ( *my_bionics )[b];
1453 if( !bio.info().exothermic_power_gen ) {
1454 return;
1455 }
1456 const float efficiency = bio.info().fuel_efficiency;
1457
1458 const int heat_prod = fuel_energy * ( 1.0f - efficiency );
1459 const int heat_level = std::min( heat_prod / 10, 4 );
1460 const emit_id hotness = emit_id( "emit_hot_air" + std::to_string( heat_level ) + "_cbm" );
1461 if( hotness.is_valid() ) {
1462 const int heat_spread = std::max( heat_prod / 10 - heat_level, 1 );
1463 g->m.emit_field( pos(), hotness, heat_spread );
1464 }
1465 for( const std::pair<const bodypart_str_id, int> &bp : bio.info().occupied_bodyparts ) {
1466 add_effect( effect_heating_bionic, 2_seconds, bp.first->token, heat_prod );
1467 }
1468}
static const efftype_id effect_heating_bionic("heating_bionic")
bool exothermic_power_gen
If true this bionic emits heat when producing power.
Definition: bionics.h:73
string_id< emit > emit_id
Definition: type_id.h:44

References Creature::add_effect(), b, effect_heating_bionic, bionic_data::exothermic_power_gen, bionic_data::fuel_efficiency, g, bionic::info(), string_id< T >::is_valid(), bionic_data::occupied_bodyparts, pos(), and to_string().

Referenced by burn_fuel(), and passive_power_gen().

◆ height()

int Character::height ( ) const

Definition at line 6926 of file character.cpp.

6927{
6928 switch( get_size() ) {
6929 case MS_TINY:
6930 return init_height - 100;
6931 case MS_SMALL:
6932 return init_height - 50;
6933 case MS_MEDIUM:
6934 return init_height;
6935 case MS_LARGE:
6936 return init_height + 50;
6937 case MS_HUGE:
6938 return init_height + 100;
6939 default:
6940 break;
6941 }
6942
6943 debugmsg( "Invalid size class" );
6944 abort();
6945}
@ MS_TINY
Definition: creature.h:58
@ MS_LARGE
Definition: creature.h:61
@ MS_SMALL
Definition: creature.h:59
@ MS_HUGE
Definition: creature.h:62
@ MS_MEDIUM
Definition: creature.h:60

References abort, debugmsg, get_size(), init_height, MS_HUGE, MS_LARGE, MS_MEDIUM, MS_SMALL, and MS_TINY.

Referenced by bodyweight(), height_string(), player::print_encumbrance(), and set_base_height().

◆ height_string()

std::string Character::height_string ( ) const

Definition at line 6911 of file character.cpp.

6912{
6913 const bool metric = get_option<std::string>( "DISTANCE_UNITS" ) == "metric";
6914
6915 if( metric ) {
6916 std::string metric_string = _( "%d cm" );
6917 return string_format( metric_string, height() );
6918 }
6919
6920 int total_inches = std::round( height() / 2.54 );
6921 int feet = std::floor( total_inches / 12 );
6922 int remainder_inches = total_inches % 12;
6923 return string_format( "%d\'%d\"", feet, remainder_inches );
6924}

References _, height(), and string_format().

Referenced by draw_stats_info(), and draw_stats_tab().

◆ hit_roll()

float Character::hit_roll ( ) const
overridevirtual

Returns the player's basic hit roll that is compared to the target's dodge roll.

Implements Creature.

Definition at line 297 of file melee.cpp.

298{
299 // Dexterity, skills, weapon and martial arts
300 float hit = get_melee_hit_base();
301
302 // Farsightedness makes us hit worse
303 if( has_trait( trait_HYPEROPIC ) && !worn_with_flag( "FIX_FARSIGHT" ) &&
305 hit -= 2.0f;
306 }
307
308 //Unstable ground chance of failure
310 hit *= 0.75f;
311 }
312
313 hit *= std::max( 0.25f, 1.0f - encumb( bp_torso ) / 100.0f );
314
315 return melee::melee_hit_range( hit );
316}
float get_melee_hit_base() const
Returns weapon skill.
Definition: melee.cpp:291
float melee_hit_range(float accuracy)
Once the accuracy (sum of modifiers) of an attack has been determined, this is used to actually roll ...
Definition: melee.cpp:2387

References bp_torso, effect_bouldering, effect_contacts, encumb(), get_melee_hit_base(), Creature::has_effect(), has_trait(), melee::melee_hit_range(), trait_HYPEROPIC, and worn_with_flag().

Referenced by player::disarm(), melee_attack(), perform_special_attacks(), and scored_crit().

◆ hitall()

int Character::hitall ( int  dam,
int  vary,
Creature source 
)

Harms all body parts for dam, with armor reduction.

If vary > 0 damage to parts are random within vary % (1-100)

Definition at line 8653 of file character.cpp.

8654{
8655 int damage_taken = 0;
8656 for( int i = 0; i < num_hp_parts; i++ ) {
8657 const bodypart_id bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
8658 int ddam = vary ? dam * rng( 100 - vary, 100 ) / 100 : dam;
8659 int cut = 0;
8660 auto damage = damage_instance::physical( ddam, cut, 0 );
8661 damage_taken += deal_damage( source, bp, damage ).total_damage();
8662 }
8663 return damage_taken;
8664}
static body_part hp_to_bp(hp_part hpart)
Converts an hp_part to a body_part.
Definition: character.cpp:6571
int_id< T > id() const
Translate the string based it to the matching integer based id.
Definition: ammo_effect.cpp:54

References convert_bp(), deal_damage(), hp_to_bp(), string_id< T >::id(), num_hp_parts, damage_instance::physical(), rng(), and dealt_damage_instance::total_damage().

Referenced by game::forced_door_closing(), and vehicle::part_collision().

◆ hp_to_bp()

body_part Character::hp_to_bp ( hp_part  hpart)
static

Converts an hp_part to a body_part.

Definition at line 6571 of file character.cpp.

6572{
6573 switch( hpart ) {
6574 case hp_head:
6575 return bp_head;
6576 case hp_torso:
6577 return bp_torso;
6578 case hp_arm_l:
6579 return bp_arm_l;
6580 case hp_arm_r:
6581 return bp_arm_r;
6582 case hp_leg_l:
6583 return bp_leg_l;
6584 case hp_leg_r:
6585 return bp_leg_r;
6586 default:
6587 return num_bp;
6588 }
6589}

References bp_arm_l, bp_arm_r, bp_head, bp_leg_l, bp_leg_r, bp_torso, hp_arm_l, hp_arm_r, hp_head, hp_leg_l, hp_leg_r, hp_torso, and num_bp.

Referenced by iexamine::autodoc(), cauterize_actor::cauterize_effect(), draw_limb_health(), heal_actor::finish_using(), hitall(), player::impact(), pick_part_to_heal(), map::player_in_field(), regen(), heal_actor::use_healing_item(), and npc::wear_if_wanted().

◆ hurtall()

void Character::hurtall ( int  dam,
Creature source,
bool  disturb = true 
)

Hurts all body parts for dam, no armor reduction.

Definition at line 8635 of file character.cpp.

8636{
8637 if( is_dead_state() || has_trait( trait_DEBUG_NODMG ) || dam <= 0 ) {
8638 return;
8639 }
8640
8641 for( const bodypart_id &bp : get_all_body_parts( true ) ) {
8642 // Don't use apply_damage here or it will annoy the player with 6 queries
8643 const int dam_to_bodypart = std::min( dam, get_part_hp_cur( bp ) );
8644 mod_part_hp_cur( bp, - dam_to_bodypart );
8645 g->events().send<event_type::character_takes_damage>( getID(), dam_to_bodypart );
8646 }
8647
8648 // Low pain: damage is spread all over the body, so not as painful as 6 hits in one part
8649 mod_pain( dam );
8650 on_hurt( source, disturb );
8651}

References character_takes_damage, g, Creature::get_all_body_parts(), Creature::get_part_hp_cur(), getID(), has_trait(), Creature::is_dead_state(), Creature::mod_pain(), Creature::mod_part_hp_cur(), on_hurt(), and trait_DEBUG_NODMG.

Referenced by trapfunc::drain(), player::hardcoded_effects(), marloss_common(), trapfunc::pit(), map::player_in_field(), game::process_artifact(), regen(), map::shake_vehicle(), suffer_from_bad_bionics(), suffer_from_radiation(), trapfunc::tripwire(), and try_reject_mutagen().

◆ i_add()

item & Character::i_add ( item  it,
bool  should_stack = true 
)

Definition at line 2310 of file character.cpp.

2311{
2312 itype_id item_type_id = it.typeId();
2313 last_item = item_type_id;
2314
2315 if( it.is_food() || it.is_ammo() || it.is_gun() || it.is_armor() ||
2316 it.is_book() || it.is_tool() || it.is_melee() || it.is_food_container() ) {
2317 inv.unsort();
2318 }
2319
2320 // if there's a desired invlet for this item type, try to use it
2321 bool keep_invlet = false;
2322 const invlets_bitset cur_inv = allocated_invlets();
2323 for( auto iter : inv.assigned_invlet ) {
2324 if( iter.second == item_type_id && !cur_inv[iter.first] ) {
2325 it.invlet = iter.first;
2326 keep_invlet = true;
2327 break;
2328 }
2329 }
2330 auto &item_in_inv = inv.add_item( it, keep_invlet, true, should_stack );
2331 item_in_inv.on_pickup( *this );
2332 cached_info.erase( "reloadables" );
2333 return item_in_inv;
2334}
itype_id last_item
Definition: character.h:1584
std::map< std::string, double > cached_info
Definition: character.h:2135
std::bitset< std::numeric_limits< char >::max()> allocated_invlets() const
Only use for UI things.
Definition: character.cpp:2528
std::map< char, itype_id > assigned_invlet
Definition: inventory.h:99
bool is_food_container() const
Definition: item.cpp:6454
bool is_book() const
Definition: item.cpp:6555
void on_pickup(Character &p)
Callback when a player starts carrying the item.
Definition: item.cpp:4403
bool is_melee(damage_type dt) const
Is this item an effective melee weapon for the given damage type?
Definition: item.cpp:6523

References inventory::add_item(), allocated_invlets(), inventory::assigned_invlet, cached_info, inv, item::invlet, item::is_ammo(), item::is_armor(), item::is_book(), item::is_food(), item::is_food_container(), item::is_gun(), item::is_melee(), item::is_tool(), last_item, item::on_pickup(), item::typeId(), and inventory::unsort().

Referenced by player::add_or_drop_with_msg(), iuse::adrenaline_injector(), iuse::arrow_flammable(), debug_menu::debug(), fetch_activity(), give_item_to(), handle_harvest(), i_add_or_drop(), mount_creature(), npc::mug_player(), iuse::multicooker(), item_location::impl::item_on_map::obtain(), item_location::impl::item_on_person::obtain(), item_location::impl::item_on_vehicle::obtain(), item_location::impl::item_in_container::obtain(), pick_one_up(), npc::pick_up_item(), iuse::purify_smart(), iuse::radiocar(), item::reload(), mattack::riotbot(), talk_effect_fun_t::set_bulk_trade_accept(), set_item_inventory(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_sell_item(), gun_actor::shoot(), avatar::steal(), npc::stow_item(), npc_trading::transfer_items(), ammobelt_actor::use(), iuse::vaccine(), and game::wield().

◆ i_add_or_drop()

bool Character::i_add_or_drop ( item it,
int  qty = 1 
)

Sets invlet and adds to inventory if possible, drops otherwise, returns true if either succeeded.

An optional qty can be provided (and will perform better than separate calls).

Definition at line 2448 of file character.cpp.

2449{
2450 bool retval = true;
2451 bool drop = it.made_of( LIQUID );
2452 bool add = it.is_gun() || !it.is_irremovable();
2453 inv.assign_empty_invlet( it, *this );
2454 for( int i = 0; i < qty; ++i ) {
2455 drop |= !can_pick_weight( it, !get_option<bool>( "DANGEROUS_PICKUPS" ) ) || !can_pick_volume( it );
2456 if( drop ) {
2457 retval &= !g->m.add_item_or_charges( pos(), it ).is_null();
2458 } else if( add ) {
2459 i_add( it );
2460 }
2461 }
2462
2463 return retval;
2464}
item & i_add(item it, bool should_stack=true)
Definition: character.cpp:2310
bool can_pick_volume(const item &it) const
Definition: character.cpp:2868
void assign_empty_invlet(item &it, const Character &p, bool force=false)
Definition: inventory.cpp:1141
bool is_irremovable() const
Definition: item.cpp:6621
type add(type dir1, type dir2)
Returns a sum of two numbers.
Definition: overmap.cpp:4117

References om_direction::add(), inventory::assign_empty_invlet(), can_pick_volume(), can_pick_weight(), drop(), g, i_add(), inv, item::is_gun(), item::is_irremovable(), LIQUID, item::made_of(), and pos().

Referenced by activate_mutation(), salvage_actor::cut_up(), drop_or_handle(), heal_actor::finish_using(), player::gunmod_remove(), item_contents::handle_liquid_or_spill(), iexamine::pedestal_wyrm(), item::reload(), remove_radio_mod(), player::unload(), consume_drug_iuse::use(), bandolier_actor::use(), iexamine::vending(), and debug_menu::wishitem().

◆ i_add_to_container()

int Character::i_add_to_container ( const item it,
bool  unloading 
)

Try to find a container/s on character containing ammo of type it.typeId() and add charges until the container is full.

Parameters
unloadingDo not try to add to a container when the item was intentionally unloaded.
Returns
Remaining charges which could not be stored in a container.

Definition at line 2274 of file character.cpp.

2275{
2276 int charges = it.charges;
2277 if( !it.is_ammo() || unloading ) {
2278 return charges;
2279 }
2280
2281 const itype_id item_type = it.typeId();
2282 auto add_to_container = [&it, &charges]( item & container ) {
2283 auto &contained_ammo = container.contents.front();
2284 if( contained_ammo.charges < container.ammo_capacity() ) {
2285 const int diff = container.ammo_capacity() - contained_ammo.charges;
2286 //~ %1$s: item name, %2$s: container name
2287 add_msg( pgettext( "container", "You put the %1$s in your %2$s." ), it.tname(), container.tname() );
2288 if( diff > charges ) {
2289 contained_ammo.charges += charges;
2290 return 0;
2291 } else {
2292 contained_ammo.charges = container.ammo_capacity();
2293 return charges - diff;
2294 }
2295 }
2296 return charges;
2297 };
2298
2299 visit_items( [ & ]( item * item ) {
2300 if( charges > 0 && item->is_ammo_container() && item_type == item->contents.front().typeId() ) {
2301 charges = add_to_container( *item );
2302 item->handle_pickup_ownership( *this );
2303 }
2304 return VisitResponse::NEXT;
2305 } );
2306
2307 return charges;
2308}
bool is_ammo_container() const
Definition: item.cpp:6508

References add_msg(), item::charges, item::contents, item_contents::front(), item::is_ammo(), item::is_ammo_container(), NEXT, pgettext(), item::tname(), item::typeId(), and visitable< Character >::visit_items().

Referenced by player::add_or_drop_with_msg(), and pick_one_up().

◆ i_at() [1/2]

◆ i_at() [2/2]

const item & Character::i_at ( int  position) const

Definition at line 2374 of file character.cpp.

2375{
2376 if( position == -1 ) {
2377 return weapon;
2378 }
2379 if( position < -1 ) {
2380 int worn_index = worn_position_to_index( position );
2381 if( static_cast<size_t>( worn_index ) < worn.size() ) {
2382 auto iter = worn.begin();
2383 std::advance( iter, worn_index );
2384 return *iter;
2385 }
2386 }
2387
2388 return inv.find_item( position );
2389}
const item & find_item(int position) const
Definition: inventory.cpp:790

References inventory::find_item(), inv, position, weapon, worn, and worn_position_to_index().

◆ i_rem() [1/2]

item Character::i_rem ( const item it)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
itA pointer to the item to be removed. The item must exists in the players possession (one can use has_item to check for this).
Returns
A copy of the removed item.

Definition at line 2431 of file character.cpp.

2432{
2433 auto tmp = remove_items_with( [&it]( const item & i ) {
2434 return &i == it;
2435 }, 1 );
2436 if( tmp.empty() ) {
2437 debugmsg( "did not found item %s to remove it!", it->tname() );
2438 return item();
2439 }
2440 return tmp.front();
2441}
std::list< item > remove_items_with(const std::function< bool(const item &)> &filter, int count=INT_MAX)
Removes items contained by this instance which match the filter.

References debugmsg, visitable< Character >::remove_items_with(), and item::tname().

◆ i_rem() [2/2]

item Character::i_rem ( int  pos)

Remove a specific item from player possession.

The item is compared by pointer. Contents of the item are removed as well.

Parameters
posThe item position of the item to be removed. The item must exists, use has_item to check this.
Returns
A copy of the removed item.

Definition at line 2413 of file character.cpp.

2414{
2415 item tmp;
2416 if( pos == -1 ) {
2417 tmp = weapon;
2418 weapon = item();
2419 return tmp;
2420 } else if( pos < -1 && pos > worn_position_to_index( worn.size() ) ) {
2421 auto iter = worn.begin();
2422 std::advance( iter, worn_position_to_index( pos ) );
2423 tmp = *iter;
2424 tmp.on_takeoff( *this );
2425 worn.erase( iter );
2426 return tmp;
2427 }
2428 return inv.remove_item( pos );
2429}
item remove_item(const item *it)
Remove a specific item from the inventory.
Definition: inventory.cpp:708

References inv, item::on_takeoff(), pos(), inventory::remove_item(), weapon, worn, and worn_position_to_index().

Referenced by apply_damage(), mattack::bio_op_disarm(), iuse::blood_draw(), player::consume(), consume_charges(), player::disarm(), drop_invalid_inventory(), npc::drop_items(), iuse::fish_trap(), activity_handlers::gunmod_add_finish(), player::handle_gun_damage(), i_rem_keep_contents(), invoke_item(), activity_handlers::lockpicking_finish(), iuse::lumber(), npc::mug_player(), npc_throw(), pickup::obtain_and_tokenize_items(), iuse::radiocar(), player::reduce_charges(), avatar::steal(), player::store(), tidy_activity(), unpack_actor::use(), and avatar::wield().

◆ i_rem_keep_contents()

void Character::i_rem_keep_contents ( int  idx)

Definition at line 2443 of file character.cpp.

2444{
2445 i_rem( idx ).spill_contents( pos() );
2446}

References i_rem(), pos(), and item::spill_contents().

Referenced by damage_item(), and sew_advanced_actor::use().

◆ in_climate_control()

bool Character::in_climate_control ( )

Returns true if the player is in a climate controlled area or armor.

Definition at line 3812 of file character.cpp.

3813{
3814 bool regulated_area = false;
3815 // Check
3817 return true;
3818 }
3819 if( has_trait( trait_M_SKIN3 ) && g->m.has_flag_ter_or_furn( flag_FUNGUS, pos() ) &&
3820 in_sleep_state() ) {
3821 return true;
3822 }
3823 for( auto &w : worn ) {
3824 if( w.has_flag( flag_CLIMATE_CONTROL.str() ) ) {
3825 return true;
3826 }
3827 }
3829 // save CPU and simulate acclimation.
3831 if( const optional_vpart_position vp = g->m.veh_at( pos() ) ) {
3832 // TODO: (?) Force player to scrounge together an AC unit
3833 regulated_area = (
3834 vp->is_inside() && // Already checks for opened doors
3835 vp->vehicle().total_power_w( true ) > 0 // Out of gas? No AC for you!
3836 );
3837 }
3838 // TODO: AC check for when building power is implemented
3839 last_climate_control_ret = regulated_area;
3840 if( !regulated_area ) {
3841 // Takes longer to cool down / warm up with AC, than it does to step outside and feel cruddy.
3842 next_climate_control_check += 40_turns;
3843 }
3844 } else {
3846 }
3847 return regulated_area;
3848}
static const flag_str_id flag_CLIMATE_CONTROL("CLIMATE_CONTROL")
static const bionic_id bio_climate("bio_climate")

References bio_climate, flag_CLIMATE_CONTROL, flag_FUNGUS(), g, has_active_bionic(), has_trait(), in_sleep_state(), last_climate_control_ret, next_climate_control_check, pos(), string_id< T >::str(), trait_M_SKIN3, calendar::turn, and worn.

Referenced by update_bodytemp().

◆ in_sleep_state()

◆ in_species()

bool Character::in_species ( const species_id spec) const
overridevirtual

Reimplemented from Creature.

Definition at line 496 of file character.cpp.

497{
498 return spec == HUMAN;
499}
static const species_id HUMAN("HUMAN")

References HUMAN.

◆ initialize_stomach_contents()

void Character::initialize_stomach_contents ( )

Definition at line 195 of file stomach.cpp.

196{
198}

References stomach.

◆ install_bionics()

bool Character::install_bionics ( const itype type,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 2245 of file bionics.cpp.

2247{
2248 if( !type.bionic ) {
2249 debugmsg( "Tried to install NULL bionic" );
2250 return false;
2251 }
2252
2253 const bionic_id &bioid = type.bionic->id;
2254 const bionic_id &upbioid = bioid->upgraded_bionic;
2255 const int difficulty = type.bionic->difficulty;
2256 float adjusted_skill;
2257 int pl_skill;
2258 if( autodoc ) {
2259 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
2262 skill_level );
2263 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2266 skill_level );
2267 } else {
2268 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2271 skill_level );
2272 pl_skill = installer.bionics_pl_skill( skill_electronics,
2275 skill_level );
2276 }
2277 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty );
2278
2279 // Practice skills only if conducting manual installation
2280 if( !autodoc ) {
2281 installer.practice( skill_electronics, static_cast<int>( ( 100 - chance_of_success ) * 1.5 ) );
2282 installer.practice( skill_firstaid, static_cast<int>( ( 100 - chance_of_success ) * 1.0 ) );
2283 installer.practice( skill_mechanics, static_cast<int>( ( 100 - chance_of_success ) * 0.5 ) );
2284 }
2285
2286 int success = chance_of_success - rng( 0, 99 );
2287 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2288 perform_install( bioid, upbioid, difficulty, success, pl_skill, "NOT_MED",
2289 bioid->canceled_mutations );
2290 return true;
2291 }
2292 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2293 activity.values.push_back( difficulty );
2294 activity.values.push_back( success );
2295 activity.values.push_back( units::to_joule( bioid->capacity ) );
2296 activity.values.push_back( pl_skill );
2297 activity.str_values.push_back( "install" );
2298 activity.str_values.push_back( bioid.str() );
2299
2300 if( installer.has_trait( trait_PROF_MED ) || installer.has_trait( trait_PROF_AUTODOC ) ) {
2301 activity.str_values.push_back( installer.disp_name( true ) );
2302 } else {
2303 activity.str_values.push_back( "NOT_MED" );
2304 }
2305 if( autodoc ) {
2306 activity.str_values.push_back( "true" );
2307 } else {
2308 activity.str_values.push_back( "false" );
2309 }
2310 for( const std::pair<const bodypart_str_id, int> &elem : bioid->occupied_bodyparts ) {
2311 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2312 }
2313
2314 return true;
2315}
static const activity_id ACT_OPERATION("ACT_OPERATION")
void perform_install(bionic_id bid, bionic_id upbid, int difficulty, int success, int pl_skill, const std::string &installer_name, const std::vector< trait_id > &trait_to_rem)
Success or failure of installation happens here.
Definition: bionics.cpp:2317
std::vector< std::string > str_values
void practice(const skill_id &id, int amount, int cap=99, bool suppress_warning=false)
This handles giving xp for a skill.
Definition: player.cpp:4005
constexpr value_type to_joule(const quantity< value_type, energy_in_joule_tag > &v)
Definition: units_energy.h:40
bionic_id upgraded_bionic
Id of another bionic which this bionic can upgrade.
Definition: bionics.h:125

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::canceled_mutations, bionic_data::capacity, debugmsg, disp_name(), effect_under_op, has_trait(), bionic_data::occupied_bodyparts, perform_install(), player::practice(), rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_joule(), trait_DEBUG_BIONICS, trait_PROF_AUTODOC, trait_PROF_MED, type, bionic_data::upgraded_bionic, and player_activity::values.

Referenced by iexamine::autodoc(), and install_bionic_actor::use().

◆ introduce_into_anesthesia()

void Character::introduce_into_anesthesia ( const time_duration duration,
player installer,
bool  needs_anesthesia 
)

Handles process of introducing patient into anesthesia during Autodoc operations.

Requires anesthesia kits or NOPAIN mutation

Definition at line 2836 of file bionics.cpp.

2838{
2839 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2840 installer.add_msg_if_player( m_info,
2841 _( "You tell the pain to bug off and proceed with the operation." ) );
2842 return;
2843 }
2844 installer.add_msg_player_or_npc( m_info,
2845 _( "You set up the operation step-by-step, configuring the Autodoc to manipulate a CBM." ),
2846 _( "<npcname> sets up the operation, configuring the Autodoc to manipulate a CBM." ) );
2847
2849 _( "You settle into position, sliding your right wrist into the couch's strap." ),
2850 _( "<npcname> settles into position, sliding their wrist into the couch's strap." ) );
2851 if( needs_anesthesia ) {
2852 //post-threshold medical mutants do not fear operations.
2855 _( "You feel excited as the operation starts." ) );
2856 }
2857
2859 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2860
2861 //post-threshold medical mutants with Deadened don't need anesthesia due to their inability to feel pain
2862 } else {
2863 //post-threshold medical mutants do not fear operations.
2866 _( "You feel excited as the Autodoc slices painlessly into you. You enjoy the sight of scalpels slicing you apart." ) );
2867 } else {
2869 _( "You stay very, very still, focusing intently on an interesting stain on the ceiling, as the Autodoc slices painlessly into you." ) );
2870 }
2871 }
2872
2873 //Pain junkies feel sorry about missed pain from operation.
2877 _( "As your consciousness slips away, you feel regret that you won't be able to enjoy the operation." ) );
2878 }
2879
2880 if( has_effect( effect_narcosis ) ) {
2881 const time_duration remaining_time = get_effect_dur( effect_narcosis );
2882 if( remaining_time <= duration ) {
2883 const time_duration top_off_time = duration - remaining_time;
2884 add_effect( effect_narcosis, top_off_time );
2885 fall_asleep( top_off_time );
2886 }
2887 } else {
2888 add_effect( effect_narcosis, duration );
2889 fall_asleep( duration );
2890 }
2891}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_THRESH_MEDICAL("THRESH_MEDICAL")
static const trait_id trait_MASOCHIST_MED("MASOCHIST_MED")
static const trait_id trait_CENOBITE("CENOBITE")
static const trait_id trait_MASOCHIST("MASOCHIST")
void add_msg_player_or_npc(const std::string &player_msg, const std::string &npc_str) const override
Definition: player.cpp:4373
void add_msg_if_player(const std::string &msg) const override
Definition: player.cpp:4368

References _, Creature::add_effect(), Creature::add_msg_if_player(), player::add_msg_if_player(), Creature::add_msg_player_or_npc(), player::add_msg_player_or_npc(), effect_narcosis, fall_asleep(), Creature::get_effect_dur(), Creature::has_effect(), has_trait(), m_info, m_mixed, trait_CENOBITE, trait_DEBUG_BIONICS, trait_MASOCHIST, trait_MASOCHIST_MED, and trait_THRESH_MEDICAL.

Referenced by iexamine::autodoc().

◆ inv_dump()

std::vector< item * > Character::inv_dump ( )

Definition at line 8935 of file character.cpp.

8936{
8937 std::vector<item *> ret;
8938 if( is_armed() && can_unwield( weapon ).success() ) {
8939 ret.push_back( &weapon );
8940 }
8941 for( auto &i : worn ) {
8942 ret.push_back( &i );
8943 }
8944 inv.dump( ret );
8945 return ret;
8946}
void dump(std::vector< item * > &dest)
Definition: inventory.cpp:781

References can_unwield(), inventory::dump(), inv, is_armed(), cata::hash64_detail::ret, behavior::success, weapon, and worn.

Referenced by npc::apply_ownership_to_inv(), are_requirements_nearby(), npc::die(), generic_multi_activity_locations(), irradiate(), game::load(), item_action_generator::map_actions_to_items(), place_corpse(), conditional_t< T >::set_has_stolen_item(), sleep(), game::start_game(), and tidy_activity().

◆ invalidate_crafting_inventory()

◆ invlet_to_item()

item * Character::invlet_to_item ( int  invlet)

Return the item pointer of the item with given invlet, return nullptr if the player does not have such an item with that invlet.

Don't use this on npcs. Only use the invlet in the user interface, otherwise always use the item position.

Definition at line 2350 of file character.cpp.

2351{
2352 // Invlets may come from curses, which may also return any kind of key codes, those being
2353 // of type int and they can become valid, but different characters when casted to char.
2354 // Example: KEY_NPAGE (returned when the player presses the page-down key) is 0x152,
2355 // casted to char would yield 0x52, which happens to be 'R', a valid invlet.
2356 if( linvlet > std::numeric_limits<char>::max() || linvlet < std::numeric_limits<char>::min() ) {
2357 return nullptr;
2358 }
2359 const char invlet = static_cast<char>( linvlet );
2360 item *invlet_item = nullptr;
2361 visit_items( [&invlet, &invlet_item]( item * it ) {
2362 if( it->invlet == invlet ) {
2363 invlet_item = it;
2364 return VisitResponse::ABORT;
2365 }
2366 // Visit top-level items only as UIs don't support nested items.
2367 // Also, inventory restack logic depends on this.
2368 return VisitResponse::SKIP;
2369 } );
2370 return invlet_item;
2371}

References item::invlet, SKIP, and visitable< Character >::visit_items().

Referenced by pick_one_up(), player::reassign_item(), inventory::restack(), player::sort_armor(), and game_menus::inv::swap_letters().

◆ invoke_item() [1/4]

bool Character::invoke_item ( item used)
virtual

As above two, but with position equal to current position.

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7303 of file character.cpp.

7304{
7305 return invoke_item( used, pos() );
7306}

References invoke_item(), and pos().

◆ invoke_item() [2/4]

bool Character::invoke_item ( item used,
const std::string &  method 
)
virtual

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7313 of file character.cpp.

7314{
7315 return invoke_item( used, method, pos() );
7316}

References invoke_item(), and pos().

◆ invoke_item() [3/4]

bool Character::invoke_item ( item used,
const std::string &  method,
const tripoint pt 
)
virtual

As above, but with a pre-selected method.

Debugmsg if this item doesn't have this method.

Reimplemented in avatar, npc, and avatar.

Definition at line 7318 of file character.cpp.

7319{
7320 if( !has_enough_charges( *used, true ) ) {
7321 return false;
7322 }
7323
7324 item *actually_used = used->get_usable_item( method );
7325 if( actually_used == nullptr ) {
7326 debugmsg( "Tried to invoke a method %s on item %s, which doesn't have this method",
7327 method.c_str(), used->tname() );
7328 return false;
7329 }
7330
7331 int charges_used = actually_used->type->invoke( *this->as_player(), *actually_used, pt, method );
7332 if( charges_used == 0 ) {
7333 return false;
7334 }
7335 // Prevent accessing the item as it may have been deleted by the invoked iuse function.
7336
7337 if( used->is_tool() || used->is_medication() || used->get_contained().is_medication() ) {
7338 return consume_charges( *actually_used, charges_used );
7339 } else if( used->is_bionic() || used->is_deployable() || method == "place_trap" ) {
7340 i_rem( used );
7341 return true;
7342 }
7343
7344 return false;
7345}
bool has_enough_charges(const item &it, bool show_msg) const
Has the item enough charges to invoke its use function? Also checks if UPS from this player is used i...
Definition: character.cpp:7442
bool consume_charges(item &used, int qty)
Consume charges of a tool or comestible item, potentially destroying it in the process.
Definition: character.cpp:7496
bool is_deployable() const
Definition: item.cpp:6794
item * get_usable_item(const std::string &use_name)
Checks this item and its contents (recursively) for types that have use_function with type use_name.
Definition: item.cpp:7808
bool is_bionic() const
Definition: item.cpp:6398
int invoke(player &p, item &it, const tripoint &pos) const
Definition: itype.cpp:105

References Creature::as_player(), consume_charges(), debugmsg, item::get_contained(), item::get_usable_item(), has_enough_charges(), i_rem(), itype::invoke(), item::is_bionic(), item::is_deployable(), item::is_medication(), item::is_tool(), item::tname(), and item::type.

◆ invoke_item() [4/4]

bool Character::invoke_item ( item ,
const tripoint pt 
)
virtual

Asks how to use the item (if it has more than one use_method) and uses it.

Returns true if it destroys the item. Consumes charges from the item. Multi-use items are ONLY supported when all use_methods are iuse_actor!

Reimplemented in avatar, npc, avatar, and npc.

Definition at line 7308 of file character.cpp.

7309{
7310 return false;
7311}

Referenced by activate_bionic(), activate_mutation(), invoke_item(), avatar::invoke_item(), npc::invoke_item(), player::use(), and iexamine::use_furn_fake_item().

◆ irradiate()

bool Character::irradiate ( float  rads,
bool  bypass = false 
)

Handles mitigation and application of radiation.

Definition at line 1532 of file suffer.cpp.

1533{
1534 int rad_mut = 0;
1535 if( has_trait( trait_RADIOACTIVE3 ) ) {
1536 rad_mut = 3;
1537 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1538 rad_mut = 2;
1539 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1540 rad_mut = 1;
1541 }
1542
1543 if( rads > 0 ) {
1544 bool has_helmet = false;
1545 const bool power_armored = is_wearing_power_armor( &has_helmet );
1546 const bool rad_resist = power_armored || worn_with_flag( "RAD_RESIST" );
1547
1548 if( is_rad_immune() && !bypass ) {
1549 // Power armor and some high-tech gear protects completely from radiation
1550 rads = 0.0f;
1551 } else if( rad_resist && !bypass ) {
1552 rads /= 4.0f;
1553 }
1554
1555 if( has_effect( effect_iodine ) ) {
1556 // Radioactive mutation makes iodine less efficient (but more useful)
1557 rads *= 0.3f + 0.1f * rad_mut;
1558 }
1559
1560 int rads_max = roll_remainder( rads );
1561 mod_rad( rng( 0, rads_max ) );
1562
1563 // Apply rads to any radiation badges.
1564 for( item *const it : inv_dump() ) {
1565 if( it->typeId() != itype_rad_badge ) {
1566 continue;
1567 }
1568
1569 // Actual irradiation levels of badges and the player aren't precisely matched.
1570 // This is intentional.
1571 const int before = it->irradiation;
1572
1573 const int delta = rng( 0, rads_max );
1574 if( delta == 0 ) {
1575 continue;
1576 }
1577
1578 it->irradiation += delta;
1579
1580 // If in inventory (not worn), don't print anything.
1581 if( inv.has_item( *it ) ) {
1582 continue;
1583 }
1584
1585 // If the color hasn't changed, don't print anything.
1586 const std::string &col_before = rad_badge_color( before );
1587 const std::string &col_after = rad_badge_color( it->irradiation );
1588 if( col_before == col_after ) {
1589 continue;
1590 }
1591
1592 add_msg_if_player( m_warning, _( "Your radiation badge changes from %1$s to %2$s!" ),
1593 col_before, col_after );
1594 }
1595
1596 if( rads > 0.0f ) {
1597 return true;
1598 }
1599 }
1600 return false;
1601}
std::vector< item * > inv_dump()
Definition: character.cpp:8935
bool is_rad_immune() const
Returns true if the player is protected from radiation.
Definition: character.cpp:6243
std::string rad_badge_color(const int rad)
Definition: item.cpp:286
static const trait_id trait_RADIOACTIVE2("RADIOACTIVE2")
static const trait_id trait_RADIOACTIVE3("RADIOACTIVE3")
static const trait_id trait_RADIOACTIVE1("RADIOACTIVE1")
static const itype_id itype_rad_badge("rad_badge")
static const efftype_id effect_iodine("iodine")

References _, Creature::add_msg_if_player(), effect_iodine, Creature::has_effect(), visitable< T >::has_item(), has_trait(), inv, inv_dump(), is_rad_immune(), is_wearing_power_armor(), itype_rad_badge, m_warning, mod_rad(), rad_badge_color(), rng(), roll_remainder(), trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, and worn_with_flag().

Referenced by trapfunc::glow(), modify_radiation(), map::player_in_field(), game::process_artifact(), mattack::science(), and suffer_from_radiation().

◆ is_armed()

◆ is_auto_moving()

bool Character::is_auto_moving ( ) const

Definition at line 10457 of file character.cpp.

10458{
10459 return destination_point.has_value();
10460}

References destination_point.

Referenced by game::handle_action(), and avatar_action::move().

◆ is_blind()

bool Character::is_blind ( ) const

◆ is_category_allowed() [1/2]

bool Character::is_category_allowed ( const std::string &  category) const

Definition at line 396 of file mutation.cpp.

397{
398 bool allowed = false;
399 bool restricted = false;
400 for( const trait_id &mut : get_mutations() ) {
401 for( const std::string &Ch_cat : mut.obj().allowed_category ) {
402 restricted = true;
403 if( Ch_cat == category ) {
404 allowed = true;
405 }
406 }
407 }
408 if( !restricted ) {
409 allowed = true;
410 }
411 return allowed;
412}

References get_mutations().

◆ is_category_allowed() [2/2]

bool Character::is_category_allowed ( const std::vector< std::string > &  category) const

Returns true if this category of mutation is allowed.

Definition at line 373 of file mutation.cpp.

374{
375 bool allowed = false;
376 bool restricted = false;
377 for( const trait_id &mut : get_mutations() ) {
378 if( !mut.obj().allowed_category.empty() ) {
379 restricted = true;
380 }
381 for( const std::string &Mu_cat : category ) {
382 if( mut.obj().allowed_category.count( Mu_cat ) ) {
383 allowed = true;
384 break;
385 }
386 }
387
388 }
389 if( !restricted ) {
390 allowed = true;
391 }
392 return allowed;
393
394}

References get_mutations().

Referenced by mutation_ok(), and old_mutate().

◆ is_deaf()

◆ is_elec_immune()

bool Character::is_elec_immune ( ) const
overridevirtual

Returns true is the player is protected from electric shocks.

Implements Creature.

Definition at line 6173 of file character.cpp.

6174{
6175 return is_immune_damage( DT_ELECTRIC );
6176}
bool is_immune_damage(damage_type) const override
Returns true if the player is immune to this kind of damage.
Definition: character.cpp:6200

References DT_ELECTRIC, and is_immune_damage().

Referenced by iuse::ehandcuffs(), is_immune_field(), and map::player_in_field().

◆ is_hauling()

bool Character::is_hauling ( ) const

Definition at line 9160 of file character.cpp.

9161{
9162 return hauling;
9163}
bool hauling
Definition: character.h:1576

References hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), game::vertical_move(), and game::walk_move().

◆ is_hibernating()

bool Character::is_hibernating ( ) const

Returns if the player has hibernation mutation and is asleep and well fed.

Definition at line 5126 of file character.cpp.

References effect_sleep, get_kcal_percent(), get_thirst(), has_active_mutation(), Creature::has_effect(), trait_HIBERNATE, and very_thirsty.

Referenced by calc_needs_rates(), and update_needs().

◆ is_immune_damage()

bool Character::is_immune_damage ( damage_type  dt) const
overridevirtual

Returns true if the player is immune to this kind of damage.

Implements Creature.

Definition at line 6200 of file character.cpp.

6201{
6202 switch( dt ) {
6203 case DT_NULL:
6204 return true;
6205 case DT_TRUE:
6206 return false;
6207 case DT_BIOLOGICAL:
6208 return has_effect_with_flag( "EFFECT_BIO_IMMUNE" ) ||
6209 worn_with_flag( "BIO_IMMUNE" );
6210 case DT_BASH:
6211 return has_effect_with_flag( "EFFECT_BASH_IMMUNE" ) ||
6212 worn_with_flag( "BASH_IMMUNE" );
6213 case DT_CUT:
6214 return has_effect_with_flag( "EFFECT_CUT_IMMUNE" ) ||
6215 worn_with_flag( "CUT_IMMUNE" );
6216 case DT_ACID:
6217 return has_trait( trait_ACIDPROOF ) ||
6218 has_effect_with_flag( "EFFECT_ACID_IMMUNE" ) ||
6219 worn_with_flag( "ACID_IMMUNE" );
6220 case DT_STAB:
6221 return has_effect_with_flag( "EFFECT_STAB_IMMUNE" ) ||
6222 worn_with_flag( "STAB_IMMUNE" );
6223 case DT_BULLET:
6224 return has_effect_with_flag( "EFFECT_BULLET_IMMUNE" ) || worn_with_flag( "BULLET_IMMUNE" );
6225 case DT_HEAT:
6226 return has_trait( trait_M_SKIN2 ) ||
6228 has_effect_with_flag( "EFFECT_HEAT_IMMUNE" ) ||
6229 worn_with_flag( "HEAT_IMMUNE" );
6230 case DT_COLD:
6231 return has_effect_with_flag( "EFFECT_COLD_IMMUNE" ) ||
6232 worn_with_flag( "COLD_IMMUNE" );
6233 case DT_ELECTRIC:
6234 return has_active_bionic( bio_faraday ) ||
6235 worn_with_flag( "ELECTRIC_IMMUNE" ) ||
6237 has_effect_with_flag( "EFFECT_ELECTRIC_IMMUNE" );
6238 default:
6239 return true;
6240 }
6241}
static const trait_id trait_ACIDPROOF("ACIDPROOF")
static const trait_id trait_M_SKIN2("M_SKIN2")
static const bionic_id bio_faraday("bio_faraday")
@ AEP_RESIST_ELECTRICITY
Definition: enums.h:117

References AEP_RESIST_ELECTRICITY, bio_faraday, DT_ACID, DT_BASH, DT_BIOLOGICAL, DT_BULLET, DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, DT_NULL, DT_STAB, DT_TRUE, has_active_bionic(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), trait_ACIDPROOF, trait_M_SKIN2, trait_M_SKIN3, and worn_with_flag().

Referenced by player::immune_to(), is_elec_immune(), and is_immune_effect().

◆ is_immune_effect()

bool Character::is_immune_effect ( const efftype_id eff) const
overridevirtual

Returns true if the player is immune to this kind of effect.

Implements Creature.

Definition at line 6178 of file character.cpp.

6179{
6180 if( eff == effect_downed ) {
6182 } else if( eff == effect_onfire ) {
6183 return is_immune_damage( DT_HEAT );
6184 } else if( eff == effect_deaf ) {
6186 has_bionic( bio_ears ) ||
6188 } else if( eff == effect_corroding ) {
6190 } else if( eff == effect_nausea ) {
6192 } else if( eff == effect_bleed ) {
6193 // Ugly, it was badly implemented and should be a flag
6194 return mutation_value( "bleed_resist" ) > 0.0f;
6195 }
6196
6197 return false;
6198}
static const trait_id trait_SLIMY("SLIMY")
static const trait_id trait_LEG_TENT_BRACE("LEG_TENT_BRACE")
static const trait_id trait_STRONGSTOMACH("STRONGSTOMACH")
static const itype_id itype_rm13_armor_on("rm13_armor_on")
static const efftype_id effect_corroding("corroding")
static const trait_id trait_VISCOUS("VISCOUS")
static const std::string flag_PARTIAL_DEAF("PARTIAL_DEAF")
static const efftype_id effect_nausea("nausea")
double footwear_factor() const
Returns 1 if the player is wearing something on both feet, .5 if on one, and 0 if on neither.
Definition: character.cpp:8911
bool is_throw_immune() const
Returns true if the player is immune to throws.

References bio_ears, DT_ACID, DT_HEAT, effect_bleed, effect_corroding, effect_deaf, effect_downed, effect_nausea, effect_onfire, flag_DEAF(), flag_PARTIAL_DEAF(), footwear_factor(), has_bionic(), has_trait(), is_immune_damage(), is_throw_immune(), is_wearing(), itype_rm13_armor_on, mutation_value(), trait_LEG_TENT_BRACE, trait_SLIMY, trait_STRONGSTOMACH, trait_VISCOUS, and worn_with_flag().

Referenced by sounds::process_sound_markers().

◆ is_immune_field()

bool Character::is_immune_field ( const field_type_id ) const
overridevirtual

Returns true if we are immune to the field type with the given fid.

Does not handle intensity, so this function should only be called through is_dangerous_field().

Reimplemented from Creature.

Definition at line 6132 of file character.cpp.

6133{
6134 // Obviously this makes us invincible
6135 if( has_trait( trait_DEBUG_NODMG ) ) {
6136 return true;
6137 }
6138 // Check to see if we are immune
6139 const field_type &ft = fid.obj();
6140 for( const trait_id &t : ft.immunity_data_traits ) {
6141 if( has_trait( t ) ) {
6142 return true;
6143 }
6144 }
6145 bool immune_by_body_part_resistance = !ft.immunity_data_body_part_env_resistance.empty();
6146 for( const std::pair<body_part, int> &fide : ft.immunity_data_body_part_env_resistance ) {
6147 immune_by_body_part_resistance = immune_by_body_part_resistance &&
6148 get_env_resist( convert_bp( fide.first ).id() ) >= fide.second;
6149 }
6150 if( immune_by_body_part_resistance ) {
6151 return true;
6152 }
6153 if( ft.has_elec ) {
6154 return is_elec_immune();
6155 }
6156 if( ft.has_fire ) {
6158 }
6159 if( ft.has_acid ) {
6160 return !is_on_ground() && get_env_resist( bodypart_id( "foot_l" ) ) >= 15 &&
6161 get_env_resist( bodypart_id( "foot_r" ) ) >= 15 &&
6162 get_env_resist( bodypart_id( "leg_l" ) ) >= 15 &&
6163 get_env_resist( bodypart_id( "leg_r" ) ) >= 15 &&
6164 get_armor_type( DT_ACID, bodypart_id( "foot_l" ) ) >= 5 &&
6165 get_armor_type( DT_ACID, bodypart_id( "foot_r" ) ) >= 5 &&
6166 get_armor_type( DT_ACID, bodypart_id( "leg_l" ) ) >= 5 &&
6167 get_armor_type( DT_ACID, bodypart_id( "leg_r" ) ) >= 5;
6168 }
6169 // If we haven't found immunity yet fall up to the next level
6170 return Creature::is_immune_field( fid );
6171}
static const bionic_id bio_heatsink("bio_heatsink")
bool is_elec_immune() const override
Returns true is the player is protected from electric shocks.
Definition: character.cpp:6173
bool is_on_ground() const override
Returns true if the player is knocked over or has broken legs.
Definition: character.cpp:953
int get_env_resist(bodypart_id bp) const override
Returns overall env_resist on a body_part.
Definition: character.cpp:7114
virtual bool is_immune_field(const field_type_id &) const
Returns true if we are immune to the field type with the given fid.
Definition: creature.h:325
std::vector< trait_id > immunity_data_traits
Definition: field_type.h:172
bool has_elec
Definition: field_type.h:164
bool has_acid
Definition: field_type.h:163
bool has_fire
Definition: field_type.h:162
std::vector< std::pair< body_part, int > > immunity_data_body_part_env_resistance
Definition: field_type.h:173

References bio_heatsink, convert_bp(), DT_ACID, get_armor_type(), get_env_resist(), field_type::has_acid, has_active_bionic(), field_type::has_elec, field_type::has_fire, has_trait(), string_id< T >::id(), field_type::immunity_data_body_part_env_resistance, field_type::immunity_data_traits, is_elec_immune(), Creature::is_immune_field(), is_on_ground(), is_wearing(), itype_rm13_armor_on, int_id< T >::obj(), and trait_DEBUG_NODMG.

◆ is_invisible()

bool Character::is_invisible ( ) const

Definition at line 6331 of file character.cpp.

6332{
6333 return (
6338 );
6339}
static const std::string flag_EFFECT_INVISIBLE("EFFECT_INVISIBLE")
static const trait_id trait_DEBUG_CLOAK("DEBUG_CLOAK")
bool is_wearing_active_optcloak() const
Returns true if the player is wearing an active optical cloak.
Definition: character.cpp:3802
@ AEP_INVISIBLE
Definition: enums.h:110

References AEP_INVISIBLE, flag_EFFECT_INVISIBLE(), has_artifact_with(), Creature::has_effect_with_flag(), has_trait(), is_wearing_active_optcloak(), and trait_DEBUG_CLOAK.

Referenced by visibility().

◆ is_limb_broken()

bool Character::is_limb_broken ( const bodypart_id limb) const

◆ is_limb_disabled()

bool Character::is_limb_disabled ( const bodypart_id limb) const

Returns true if the limb is disabled(12.5% or less hp)

Definition at line 1310 of file character.cpp.

1311{
1312 return get_part_hp_cur( limb ) <= get_part_hp_max( limb ) * .125;
1313}

References Creature::get_part_hp_cur(), and Creature::get_part_hp_max().

Referenced by get_working_arm_count().

◆ is_limb_hindered()

bool Character::is_limb_hindered ( hp_part  limb) const

Returns true if the limb is hindered(40% or less hp)

◆ is_max_power()

bool Character::is_max_power ( ) const

Definition at line 1993 of file character.cpp.

1994{
1995 return power_level >= max_power_level;
1996}

References max_power_level, and power_level.

Referenced by feed_furnace_with().

◆ is_mounted()

bool Character::is_mounted ( ) const

Definition at line 1133 of file character.cpp.

1134{
1136}

References effect_riding, Creature::has_effect(), and mounted_creature.

Referenced by activate_bionic(), cata_event_dispatch::avatar_moves(), best_nearby_lifting_assist(), iuse::blood_draw(), iuse::boltcutters(), iuse::burrow(), can_install_bionics(), map::can_move_furniture(), cauterize_actor::can_use(), enzlave_actor::can_use(), musical_instrument_actor::can_use(), install_bionic_actor::can_use(), repair_item_actor::can_use_tool(), player::can_wield(), iuse::capture_monster_act(), iuse::capture_monster_veh(), debug_menu::character_edit_menu(), check_mount_is_spooked(), check_mount_will_move(), iuse::chop_logs(), iuse::chop_tree(), iuse::clear_rubble(), iuse::craft(), iuse::crowbar(), iuse::cut_log_into_planks(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::disassemble(), dismount(), game::do_turn(), iuse::einktabletpc(), game::examine(), iuse::fill_pit(), player::fire_gun(), iuse::fish_trap(), iuse::fishing_rod(), iuse::gun_repair(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), iuse::hairkit(), iuse::hammer(), game::handle_action(), has_charges(), iuse::jackhammer(), iuse::ladder(), player::list_ammo(), iuse::lumber(), iuse::makemound(), iuse::meditate(), melee_attack(), iuse::mind_splicer(), mine_activity(), iuse::mop(), avatar_action::move(), npc::move_to(), game::npc_menu(), game::on_move_effects(), overmap_sight_range(), iuse::oxytorch(), perform_technique(), iuse::pickaxe(), npc::place_on_map(), game::place_player(), game::place_player_overmap(), avatar_action::plthrow(), iuse::portable_game(), iuse::portal(), game::prompt_dangerous_tile(), recalc_sight_limits(), player::reset_stats(), iuse::rpgdie(), run_cost(), avatar::set_movement_mode(), iuse::shavekit(), iuse::siphon(), sleep(), smash(), store(), avatar_action::swim(), swim_speed(), iuse::teleport(), player::throw_item(), throw_range(), trapfunc::tripwire(), iuse::unfold_generic(), unfold_vehicle_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), cauterize_actor::use(), enzlave_actor::use(), musical_instrument_actor::use(), heal_actor::use(), place_trap_actor::use(), deploy_tent_actor::use(), sew_advanced_actor::use(), weigh_self_actor::use(), use_charges(), game::vertical_move(), iuse::vibe(), game::walk_move(), iuse::wash_hard_items(), wash_items(), iuse::wash_soft_items(), iuse::water_purifier(), weight_capacity(), and npc::worker_downtime().

◆ is_on_ground()

bool Character::is_on_ground ( ) const
overridevirtual

Returns true if the player is knocked over or has broken legs.

Implements Creature.

Definition at line 953 of file character.cpp.

954{
956}

References effect_downed, get_working_leg_count(), and Creature::has_effect().

Referenced by is_immune_field(), map::player_in_field(), and game::walk_move().

◆ is_quiet()

bool Character::is_quiet ( ) const

Returns true if the player has quiet melee attacks.

Definition at line 1182 of file martialarts.cpp.

1183{
1184 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1185 return b.is_quiet();
1186 } );
1187}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by melee_attack().

◆ is_rad_immune()

bool Character::is_rad_immune ( ) const

Returns true if the player is protected from radiation.

Definition at line 6243 of file character.cpp.

6244{
6245 bool has_helmet = false;
6246 return ( is_wearing_power_armor( &has_helmet ) && has_helmet ) || worn_with_flag( "RAD_PROOF" );
6247}

References is_wearing_power_armor(), and worn_with_flag().

Referenced by irradiate(), and suffer_from_radiation().

◆ is_snuggling()

std::string Character::is_snuggling ( ) const

Checks to see if the player is using floor items to keep warm, and return the name of one such item if so.

Definition at line 9301 of file character.cpp.

9302{
9303 auto begin = g->m.i_at( pos() ).begin();
9304 auto end = g->m.i_at( pos() ).end();
9305
9306 if( in_vehicle ) {
9307 if( const cata::optional<vpart_reference> vp = g->m.veh_at( pos() ).part_with_feature( VPFLAG_CARGO,
9308 false ) ) {
9309 vehicle *const veh = &vp->vehicle();
9310 const int cargo = vp->part_index();
9311 if( !veh->get_items( cargo ).empty() ) {
9312 begin = veh->get_items( cargo ).begin();
9313 end = veh->get_items( cargo ).end();
9314 }
9315 }
9316 }
9317 const item *floor_armor = nullptr;
9318 int ticker = 0;
9319
9320 // If there are no items on the floor, return nothing
9321 if( begin == end ) {
9322 return "nothing";
9323 }
9324
9325 for( auto candidate = begin; candidate != end; ++candidate ) {
9326 if( !candidate->is_armor() ) {
9327 continue;
9328 } else if( candidate->volume() > 250_ml && candidate->get_warmth() > 0 &&
9329 ( candidate->covers( bp_torso ) || candidate->covers( bp_leg_l ) ||
9330 candidate->covers( bp_leg_r ) ) ) {
9331 floor_armor = &*candidate;
9332 ticker++;
9333 }
9334 }
9335
9336 if( ticker == 0 ) {
9337 return "nothing";
9338 } else if( ticker == 1 ) {
9339 return floor_armor->type_name();
9340 } else if( ticker > 1 ) {
9341 return "many";
9342 }
9343
9344 return "nothing";
9345}
bool in_vehicle
Definition: character.h:1575
bool empty() const
Definition: item_stack.cpp:15

References item_stack::begin(), bp_leg_l, bp_leg_r, bp_torso, item_stack::empty(), item_stack::end(), g, vehicle::get_items(), in_vehicle, pos(), item::type_name(), vehicle::vehicle(), and VPFLAG_CARGO.

Referenced by fall_asleep().

◆ is_throw_immune()

bool Character::is_throw_immune ( ) const

Returns true if the player is immune to throws.

Definition at line 1176 of file martialarts.cpp.

1177{
1178 return search_ma_buff_effect( *effects, []( const ma_buff & b, const effect & ) {
1179 return b.is_throw_immune();
1180 } );
1181}

References b, Creature::effects, and search_ma_buff_effect().

Referenced by mattack::bio_op_takedown(), mattack::grab(), is_immune_effect(), mattack::thrown_by_judo(), and game::update_stair_monsters().

◆ is_visible_in_range()

bool Character::is_visible_in_range ( const Creature critter,
int  range 
) const
private

Check whether the other creature is in range and can be seen by this creature.

Parameters
critterCreature to check for visibility
rangeThe maximal distance (rl_dist), creatures at this distance or less are included.

Definition at line 10190 of file character.cpp.

10191{
10192 return sees( critter ) && rl_dist( pos(), critter.pos() ) <= range;
10193}

References Creature::pos(), pos(), rl_dist(), and sees().

◆ is_warm()

bool Character::is_warm ( ) const
overridevirtual

Reimplemented from Creature.

Definition at line 501 of file character.cpp.

502{
503 // TODO: is there a mutation (plant?) that makes a npc not warm blooded?
504 return true;
505}

◆ is_waterproof()

bool Character::is_waterproof ( const body_part_set parts) const

Definition at line 8971 of file character.cpp.

8972{
8973 return covered_with_flag( "WATERPROOF", parts );
8974}
bool covered_with_flag(const std::string &flag, const body_part_set &parts) const
Definition: character.cpp:8948

References covered_with_flag().

Referenced by drench().

◆ is_weak_to_water()

bool Character::is_weak_to_water ( ) const

Definition at line 414 of file mutation.cpp.

415{
416 for( const trait_id &mut : get_mutations() ) {
417 if( mut.obj().weakness_to_water > 0 ) {
418 return true;
419 }
420 }
421 return false;
422}

References get_mutations().

Referenced by drench().

◆ is_wearing()

bool Character::is_wearing ( const itype_id it) const

Returns true if the player is wearing the item.

Definition at line 3221 of file character.cpp.

3222{
3223 for( auto &i : worn ) {
3224 if( i.typeId() == it ) {
3225 return true;
3226 }
3227 }
3228 return false;
3229}

References worn.

Referenced by apply_persistent_morale(), iexamine::cardreader_foodplace(), get_shout_volume(), is_immune_effect(), is_immune_field(), mattack::nurse_assist(), map::player_in_field(), avatar_action::plthrow(), recalc_sight_limits(), conditional_t< T >::set_is_wearing(), shout(), npc::talk_to_u(), update_bodytemp(), iuse::vibe(), and game::walk_move().

◆ is_wearing_active_optcloak()

bool Character::is_wearing_active_optcloak ( ) const

Returns true if the player is wearing an active optical cloak.

Definition at line 3802 of file character.cpp.

3803{
3804 for( auto &w : worn ) {
3805 if( w.active && w.has_flag( flag_ACTIVE_CLOAKING ) ) {
3806 return true;
3807 }
3808 }
3809 return false;
3810}
static const std::string flag_ACTIVE_CLOAKING("ACTIVE_CLOAKING")

References flag_ACTIVE_CLOAKING(), and worn.

Referenced by player::basic_symbol_color(), and is_invisible().

◆ is_wearing_active_power_armor()

bool Character::is_wearing_active_power_armor ( ) const

Returns true if the character is wearing active power.

Definition at line 3792 of file character.cpp.

3793{
3794 for( const auto &w : worn ) {
3795 if( w.has_flag( flag_POWERARMOR_EXO ) && w.active ) {
3796 return true;
3797 }
3798 }
3799 return false;
3800}

References flag_POWERARMOR_EXO(), and worn.

◆ is_wearing_helmet()

bool Character::is_wearing_helmet ( ) const

Returns true if the character is wearing something occupying the helmet slot.

Definition at line 8874 of file character.cpp.

8875{
8876 for( const item &i : worn ) {
8877 if( i.covers( bp_head ) && !i.has_flag( flag_HELMET_COMPAT ) && !i.has_flag( flag_SKINTIGHT ) &&
8878 !i.has_flag( flag_PERSONAL ) && !i.has_flag( flag_AURA ) && !i.has_flag( flag_SEMITANGIBLE ) &&
8879 !i.has_flag( flag_OVERSIZE ) ) {
8880 return true;
8881 }
8882 }
8883 return false;
8884}

References bp_head, flag_AURA(), flag_HELMET_COMPAT(), flag_OVERSIZE(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), and worn.

Referenced by can_wear().

◆ is_wearing_on_bp()

bool Character::is_wearing_on_bp ( const itype_id it,
const bodypart_id bp 
) const

Returns true if the player is wearing the item on the given body part.

Definition at line 3231 of file character.cpp.

3232{
3233 for( auto &i : worn ) {
3234 if( i.typeId() == it && i.covers( bp->token ) ) {
3235 return true;
3236 }
3237 }
3238 return false;
3239}

References worn.

Referenced by shoe_type_count().

◆ is_wearing_power_armor()

bool Character::is_wearing_power_armor ( bool *  hasHelmet = nullptr) const

Returns true if the character is wearing power armor.

Definition at line 3767 of file character.cpp.

3768{
3769 bool result = false;
3770 for( auto &elem : worn ) {
3771 if( !elem.is_power_armor() ) {
3772 continue;
3773 }
3774 if( elem.has_flag( flag_POWERARMOR_EXO ) ) {
3775 result = true;
3776 if( hasHelmet == nullptr ) {
3777 // found power armor, helmet not requested, cancel loop
3778 return true;
3779 }
3780 }
3781 // found power armor, continue search for helmet
3782 if( elem.covers( bp_head ) ) {
3783 if( hasHelmet != nullptr ) {
3784 *hasHelmet = true;
3785 }
3786 return true;
3787 }
3788 }
3789 return result;
3790}

References bp_head, flag_POWERARMOR_EXO(), and worn.

Referenced by can_wear(), irradiate(), is_rad_immune(), power_rating(), and suffer_from_radiation().

◆ is_wearing_shoes()

bool Character::is_wearing_shoes ( const side which_side = side::BOTH) const

Returns true if the player is wearing something on their feet that is not SKINTIGHT.

Definition at line 8845 of file character.cpp.

8846{
8847 bool left = true;
8848 bool right = true;
8849 if( which_side == side::LEFT || which_side == side::BOTH ) {
8850 left = false;
8851 for( const item &worn_item : worn ) {
8852 if( worn_item.covers( bp_foot_l ) && !worn_item.has_flag( flag_BELTED ) &&
8853 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8854 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8855 left = true;
8856 break;
8857 }
8858 }
8859 }
8860 if( which_side == side::RIGHT || which_side == side::BOTH ) {
8861 right = false;
8862 for( const item &worn_item : worn ) {
8863 if( worn_item.covers( bp_foot_r ) && !worn_item.has_flag( flag_BELTED ) &&
8864 !worn_item.has_flag( flag_PERSONAL ) && !worn_item.has_flag( flag_AURA ) &&
8865 !worn_item.has_flag( flag_SEMITANGIBLE ) && !worn_item.has_flag( flag_SKINTIGHT ) ) {
8866 right = true;
8867 break;
8868 }
8869 }
8870 }
8871 return ( left && right );
8872}

References BOTH, bp_foot_l, bp_foot_r, flag_AURA(), flag_BELTED(), flag_PERSONAL(), flag_SEMITANGIBLE(), flag_SKINTIGHT(), LEFT, left, RIGHT, right, and worn.

Referenced by can_wear(), rooted_message(), and suffer_from_other_mutations().

◆ is_wielding()

◆ is_worn()

◆ item_encumb()

void Character::item_encumb ( std::array< encumbrance_data, num_bp > &  vals,
const item new_item 
) const
protected

Applies encumbrance from items only If new_item is not null, then calculate under the asumption that it is added to existing work items.

Definition at line 3941 of file character.cpp.

3943{
3944
3945 // reset all layer data
3946 vals = std::array<encumbrance_data, num_bp>();
3947
3948 // Figure out where new_item would be worn
3949 std::list<item>::const_iterator new_item_position = worn.end();
3950 if( !new_item.is_null() ) {
3951 // const_cast required to work around g++-4.8 library bug
3952 // see the commit that added this comment to understand why
3953 new_item_position =
3954 const_cast<Character *>( this )->position_to_wear_new_item( new_item );
3955 }
3956
3957 // Track highest layer observed so far so we can penalize out-of-order
3958 // items
3959 std::array<layer_level, num_bp> highest_layer_so_far;
3960 std::fill( highest_layer_so_far.begin(), highest_layer_so_far.end(),
3962
3963 for( auto w_it = worn.begin(); w_it != worn.end(); ++w_it ) {
3964 if( w_it == new_item_position ) {
3965 layer_item( vals, new_item, highest_layer_so_far, *this );
3966 }
3967 layer_item( vals, *w_it, highest_layer_so_far, *this );
3968 }
3969
3970 if( worn.end() == new_item_position && !new_item.is_null() ) {
3971 layer_item( vals, new_item, highest_layer_so_far, *this );
3972 }
3973
3974 // make sure values are sane
3975 for( const body_part bp : all_body_parts ) {
3976 encumbrance_data &elem = vals[bp];
3977
3978 elem.armor_encumbrance = std::max( 0, elem.armor_encumbrance );
3979
3980 // Add armor and layering penalties for the final values
3981 elem.encumbrance += elem.armor_encumbrance + elem.layer_penalty;
3982 }
3983}
static void layer_item(std::array< encumbrance_data, num_bp > &vals, const item &it, std::array< layer_level, num_bp > &highest_layer_so_far, const Character &c)
Definition: character.cpp:3725
std::list< item >::iterator position_to_wear_new_item(const item &new_item)
Return the position in the worn list where new_item would be put by default.
Definition: character.cpp:3912
@ PERSONAL_LAYER
Definition: enums.h:216
FMT_NOINLINE OutputIt fill(OutputIt it, size_t n, const fill_t< Char > &fill)

References all_body_parts, encumbrance_data::armor_encumbrance, encumbrance_data::encumbrance, detail::fill(), item::is_null(), layer_item(), encumbrance_data::layer_penalty, PERSONAL_LAYER, position_to_wear_new_item(), and worn.

Referenced by calc_encumbrance().

◆ item_handling_cost()

int Character::item_handling_cost ( const item it,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when handling (e.g.

storing, drawing etc.) an item

Parameters
itItem to calculate handling cost for
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST

Definition at line 7553 of file character.cpp.

7554{
7555 int mv = base_cost;
7556 if( penalties ) {
7557 // 40 moves per liter, up to 200 at 5 liters
7558 mv += std::min( 200, it.volume() / 20_ml );
7559 }
7560
7561 if( weapon.typeId() == itype_e_handcuffs ) {
7562 mv *= 4;
7563 } else if( penalties && has_effect( effect_grabbed ) ) {
7564 mv *= 2;
7565 }
7566
7567 // For single handed items use the least encumbered hand
7568 if( it.is_two_handed( *this ) ) {
7569 mv += encumb( bp_hand_l ) + encumb( bp_hand_r );
7570 } else {
7571 mv += std::min( encumb( bp_hand_l ), encumb( bp_hand_r ) );
7572 }
7573
7574 return std::min( std::max( mv, 0 ), MAX_HANDLING_COST );
7575}
static const itype_id itype_e_handcuffs("e_handcuffs")
static constexpr int MAX_HANDLING_COST

References bp_hand_l, bp_hand_r, effect_grabbed, encumb(), Creature::has_effect(), item::is_two_handed(), itype_e_handcuffs, MAX_HANDLING_COST, item::typeId(), item::volume(), and weapon.

Referenced by dispose_item(), npc::dispose_item(), player::item_reload_cost(), item_store_cost(), item_wear_cost(), mill_activate(), mill_load_food(), avatar_action::plthrow(), iexamine::quern_examine(), smoker_activate(), smoker_load_food(), iexamine::smoker_options(), player::unload(), avatar::wield(), and player::wield_contents().

◆ item_store_cost()

int Character::item_store_cost ( const item it,
const item container,
bool  penalties = true,
int  base_cost = INVENTORY_HANDLING_PENALTY 
) const

Calculate (but do not deduct) the number of moves required when storing an item in a container.

Parameters
itItem to calculate storage cost for
containerContainer to store item in
penaltiesWhether item volume and temporary effects (e.g. GRABBED, DOWNED) should be considered.
base_costCost due to storage type.
Returns
cost in moves ranging from 0 to MAX_HANDLING_COST
Pistol decreases time taken to store a pistol Smg decreases time taken to store an SMG Rifle decreases time taken to store a rifle Shotgun decreases time taken to store a shotgun Launcher decreases time taken to store a launcher Stabbing decreases time taken to store a stabbing weapon Cutting decreases time taken to store a cutting weapon Bashing decreases time taken to store a bashing weapon

Definition at line 7577 of file character.cpp.

7579{
7580 /** @EFFECT_PISTOL decreases time taken to store a pistol */
7581 /** @EFFECT_SMG decreases time taken to store an SMG */
7582 /** @EFFECT_RIFLE decreases time taken to store a rifle */
7583 /** @EFFECT_SHOTGUN decreases time taken to store a shotgun */
7584 /** @EFFECT_LAUNCHER decreases time taken to store a launcher */
7585 /** @EFFECT_STABBING decreases time taken to store a stabbing weapon */
7586 /** @EFFECT_CUTTING decreases time taken to store a cutting weapon */
7587 /** @EFFECT_BASHING decreases time taken to store a bashing weapon */
7588 int lvl = get_skill_level( it.is_gun() ? it.gun_skill() : it.melee_skill() );
7589 return item_handling_cost( it, penalties, base_cost ) / ( ( lvl + 10.0f ) / 10.0f );
7590}

References get_skill_level(), item::gun_skill(), item::is_gun(), item_handling_cost(), and item::melee_skill().

Referenced by dispose_item(), npc::dispose_item(), and player::store().

◆ item_wear_cost()

int Character::item_wear_cost ( const item it) const

Calculate (but do not deduct) the number of moves required to wear an item.

Definition at line 7592 of file character.cpp.

7593{
7594 double mv = item_handling_cost( it );
7595
7596 switch( it.get_layer() ) {
7597 case PERSONAL_LAYER:
7598 break;
7599
7600 case UNDERWEAR_LAYER:
7601 mv *= 1.5;
7602 break;
7603
7604 case REGULAR_LAYER:
7605 break;
7606
7607 case WAIST_LAYER:
7608 case OUTER_LAYER:
7609 mv /= 1.5;
7610 break;
7611
7612 case BELTED_LAYER:
7613 mv /= 2.0;
7614 break;
7615
7616 case AURA_LAYER:
7617 break;
7618
7619 default:
7620 break;
7621 }
7622
7623 mv *= std::max( it.get_encumber( *this ) / 10.0, 1.0 );
7624
7625 return mv;
7626}
layer_level get_layer() const
Returns clothing layer for item.
Definition: item.cpp:5721
@ WAIST_LAYER
Definition: enums.h:222
@ UNDERWEAR_LAYER
Definition: enums.h:218
@ REGULAR_LAYER
Definition: enums.h:220
@ BELTED_LAYER
Definition: enums.h:226
@ AURA_LAYER
Definition: enums.h:228
@ OUTER_LAYER
Definition: enums.h:224

References AURA_LAYER, BELTED_LAYER, item::get_encumber(), item::get_layer(), item_handling_cost(), OUTER_LAYER, PERSONAL_LAYER, REGULAR_LAYER, UNDERWEAR_LAYER, and WAIST_LAYER.

Referenced by dispose_item(), and wear_item().

◆ item_with_best_of_quality()

item & Character::item_with_best_of_quality ( const quality_id qid)

Returns the item in the player's inventory with the highest of the specified quality.

Definition at line 9974 of file character.cpp.

9975{
9976 int maxq = max_quality( qid );
9977 auto items_with_quality = items_with( [qid]( const item & it ) {
9978 return it.has_quality( qid );
9979 } );
9980 for( item *it : items_with_quality ) {
9981 if( it->get_quality( qid ) == maxq ) {
9982 return *it;
9983 }
9984 }
9985 return null_item_reference();
9986}
int get_quality(const quality_id &id) const
Definition: item.cpp:5268

References item::get_quality(), visitable< T >::has_quality(), visitable< Character >::items_with(), visitable< Character >::max_quality(), and null_item_reference().

◆ item_worn_with_flag()

const item * Character::item_worn_with_flag ( const std::string &  flag,
const bodypart_id bp = bodypart_str_id::NULL_ID() 
) const

Returns the first worn item with a given flag.

Definition at line 3249 of file character.cpp.

3250{
3251 const item *it_with_flag = nullptr;
3252 for( const item &it : worn ) {
3253 if( it.has_flag( flag ) && ( bp == bodypart_str_id::NULL_ID() ||
3254 it.covers( bp->token ) ) ) {
3255 it_with_flag = &it;
3256 break;
3257 }
3258 }
3259 return it_with_flag;
3260}

References string_id< body_part_type >::NULL_ID(), and worn.

Referenced by burn_fuel().

◆ knows_trap()

bool Character::knows_trap ( const tripoint pos) const

Definition at line 10214 of file character.cpp.

10215{
10216 const tripoint p = g->m.getabs( pos );
10217 return known_traps.count( p ) > 0;
10218}

References g, known_traps, and pos().

Referenced by trap::can_see(), vehicle::handle_trap(), and player::search_surroundings().

◆ leak_level()

int Character::leak_level ( const std::string &  flag) const

Definition at line 1968 of file suffer.cpp.

1969{
1970 int leak_level = 0;
1971 leak_level = inv.leak_level( flag );
1972 return leak_level;
1973}
int leak_level(const std::string &flag) const
Definition: suffer.cpp:1968
int leak_level(const std::string &flag) const
Definition: inventory.cpp:889

References inv, leak_level(), and inventory::leak_level().

Referenced by iexamine::autodoc(), iuse::geiger(), leak_level(), and suffer_from_radiation().

◆ limb_color()

nc_color Character::limb_color ( const bodypart_id bp,
bool  bleed,
bool  bite,
bool  infect 
) const

Definition at line 6039 of file character.cpp.

6040{
6041 if( bp == bodypart_id( "num_bp" ) ) {
6042 return c_light_gray;
6043 }
6044 const body_part bp_token = bp->token;
6045 int color_bit = 0;
6046 nc_color i_color = c_light_gray;
6047 if( bleed && has_effect( effect_bleed, bp_token ) ) {
6048 color_bit += 1;
6049 }
6050 if( bite && has_effect( effect_bite, bp_token ) ) {
6051 color_bit += 10;
6052 }
6053 if( infect && has_effect( effect_infected, bp_token ) ) {
6054 color_bit += 100;
6055 }
6056 switch( color_bit ) {
6057 case 1:
6058 i_color = c_red;
6059 break;
6060 case 10:
6061 i_color = c_blue;
6062 break;
6063 case 100:
6064 i_color = c_green;
6065 break;
6066 case 11:
6067 i_color = c_magenta;
6068 break;
6069 case 101:
6070 i_color = c_yellow;
6071 break;
6072 }
6073
6074 return i_color;
6075}
#define c_magenta
Definition: color.h:25

References Creature::bleed(), c_blue, c_green, c_light_gray, c_magenta, c_red, c_yellow, effect_bite, effect_bleed, effect_infected, and Creature::has_effect().

Referenced by body_window(), draw_health_classic(), draw_limb2(), draw_limb_narrow(), draw_limb_wide(), extended_description(), and player::print_encumbrance().

◆ load()

void Character::load ( const JsonObject data)
protected

Gather variables for saving.

These variables are common to both the avatar and NPCs.

Definition at line 373 of file savegame_json.cpp.

374{
376 Creature::load( data );
377
378 if( !data.read( "posx", position.x ) ) { // uh-oh.
379 debugmsg( "BAD PLAYER/NPC JSON: no 'posx'?" );
380 }
381 data.read( "posy", position.y );
382 if( !data.read( "posz", position.z ) && g != nullptr ) {
383 position.z = g->get_levz();
384 }
385 // stats
386 data.read( "str_cur", str_cur );
387 data.read( "str_max", str_max );
388 data.read( "dex_cur", dex_cur );
389 data.read( "dex_max", dex_max );
390 data.read( "int_cur", int_cur );
391 data.read( "int_max", int_max );
392 data.read( "per_cur", per_cur );
393 data.read( "per_max", per_max );
394
395 data.read( "str_bonus", str_bonus );
396 data.read( "dex_bonus", dex_bonus );
397 data.read( "per_bonus", per_bonus );
398 data.read( "int_bonus", int_bonus );
399 data.read( "omt_path", omt_path );
400
401 data.read( "base_age", init_age );
402 data.read( "base_height", init_height );
403
404 data.read( "custom_profession", custom_profession );
405
406 // needs
407 data.read( "thirst", thirst );
408 data.read( "fatigue", fatigue );
409 data.read( "sleep_deprivation", sleep_deprivation );
410 data.read( "stored_calories", stored_calories );
411 data.read( "radiation", radiation );
412 data.read( "oxygen", oxygen );
413 data.read( "pkill", pkill );
414
415 data.read( "type_of_scent", type_of_scent );
416
417 if( data.has_array( "ma_styles" ) ) {
418 std::vector<matype_id> temp_styles;
419 data.read( "ma_styles", temp_styles );
420 bool temp_keep_hands_free = false;
421 data.read( "keep_hands_free", temp_keep_hands_free );
422 matype_id temp_selected_style;
423 data.read( "style_selected", temp_selected_style );
424 if( !temp_selected_style.is_valid() ) {
425 temp_selected_style = matype_id( "style_none" );
426 }
428 temp_styles, temp_selected_style, temp_keep_hands_free
429 ) );
430 } else {
431 data.read( "martial_arts_data", martial_arts_data );
432 }
433
434 JsonObject vits = data.get_object( "vitamin_levels" );
436 for( const std::pair<const vitamin_id, vitamin> &v : vitamin::all() ) {
437 if( vits.has_member( v.first.str() ) ) {
438 int lvl = vits.get_int( v.first.str() );
439 vitamin_levels[v.first] = clamp( lvl, v.first->min(), v.first->max() );
440 }
441 }
442 data.read( "consumption_history", consumption_history );
443 data.read( "activity", activity );
444 data.read( "destination_activity", destination_activity );
445 data.read( "stashed_outbounds_activity", stashed_outbounds_activity );
446 data.read( "stashed_outbounds_backlog", stashed_outbounds_backlog );
447 data.read( "backlog", backlog );
448 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
449 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
450 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
451 requirement_data fetch_reqs;
452 data.read( "fetch_data", fetch_reqs );
453 const requirement_id req_id( backlog.front().str_values.back() );
454 requirement_data::save_requirement( fetch_reqs, req_id );
455 }
456 // npc activity on vehicles.
457 data.read( "activity_vehicle_part_index", activity_vehicle_part_index );
458 // health
459 data.read( "healthy", healthy );
460 data.read( "healthy_mod", healthy_mod );
461 data.read( "healed_24h", healed_total );
462
463 // status
464 temp_cur.fill( 5000 );
465 data.read( "temp_cur", temp_cur );
466
467 temp_conv.fill( 5000 );
468 data.read( "temp_conv", temp_conv );
469
470 frostbite_timer.fill( 0 );
471 data.read( "frostbite_timer", frostbite_timer );
472
473 body_wetness.fill( 0 );
474 data.read( "body_wetness", body_wetness );
475
476 //energy
477 data.read( "stim", stim );
478 data.read( "stamina", stamina );
479
480 data.read( "damage_bandaged", damage_bandaged );
481 data.read( "damage_disinfected", damage_disinfected );
482 data.read( "magic", magic );
483 JsonArray parray;
484
485 data.read( "underwater", underwater );
486
487 data.read( "traits", my_traits );
488 for( auto it = my_traits.begin(); it != my_traits.end(); ) {
489 const auto &tid = *it;
490 if( tid.is_valid() ) {
491 ++it;
492 } else {
493 debugmsg( "character %s has invalid trait %s, it will be ignored", name, tid.c_str() );
494 my_traits.erase( it++ );
495 }
496 }
497
498 data.read( "mutations", my_mutations );
499 for( auto it = my_mutations.begin(); it != my_mutations.end(); ) {
500 const trait_id &mid = it->first;
501 if( mid.is_valid() ) {
502 on_mutation_gain( mid );
503 cached_mutations.push_back( &mid.obj() );
504 ++it;
505 } else {
506 debugmsg( "character %s has invalid mutation %s, it will be ignored", name, mid.c_str() );
507 it = my_mutations.erase( it );
508 }
509 }
511
512 data.read( "my_bionics", *my_bionics );
513
514 for( auto &w : worn ) {
515 w.on_takeoff( *this );
516 }
517 worn.clear();
518 data.read( "worn", worn );
519 for( auto &w : worn ) {
520 on_item_wear( w );
521 }
522
523 if( data.has_array( "hp_cur" ) ) {
524 set_anatomy( anatomy_id( "human_anatomy" ) );
525 set_body();
526 std::array<int, 6> hp_cur;
527 data.read( "hp_cur", hp_cur );
528 std::array<int, 6> hp_max;
529 data.read( "hp_max", hp_max );
530 set_part_hp_max( bodypart_id( "head" ), hp_max[0] );
531 set_part_hp_cur( bodypart_id( "head" ), hp_cur[0] );
532
533 set_part_hp_max( bodypart_id( "torso" ), hp_max[1] );
534 set_part_hp_cur( bodypart_id( "torso" ), hp_cur[1] );
535
536 set_part_hp_max( bodypart_id( "arm_l" ), hp_max[2] );
537 set_part_hp_cur( bodypart_id( "arm_l" ), hp_cur[2] );
538
539 set_part_hp_max( bodypart_id( "arm_r" ), hp_max[3] );
540 set_part_hp_cur( bodypart_id( "arm_r" ), hp_cur[3] );
541
542 set_part_hp_max( bodypart_id( "leg_l" ), hp_max[4] );
543 set_part_hp_cur( bodypart_id( "leg_l" ), hp_cur[4] );
544
545 set_part_hp_max( bodypart_id( "leg_r" ), hp_max[5] );
546 set_part_hp_cur( bodypart_id( "leg_r" ), hp_cur[5] );
547 }
548
549
550 inv.clear();
551 if( data.has_member( "inv" ) ) {
552 JsonIn *invin = data.get_raw( "inv" );
553 inv.json_load_items( *invin );
554 }
555
557 data.read( "weapon", weapon );
558
559 data.read( "move_mode", move_mode );
560
561 if( has_effect( effect_riding ) ) {
562 int temp_id;
563 if( data.read( "mounted_creature", temp_id ) ) {
564 mounted_creature_id = temp_id;
565 mounted_creature = g->critter_tracker->from_temporary_id( temp_id );
566 } else {
567 mounted_creature = nullptr;
568 }
569 }
570
571 morale->load( data );
572 // Have to go through effects again, in case an effect gained a morale bonus
573 for( const auto &elem : *effects ) {
574 for( const std::pair<const bodypart_str_id, effect> &_effect_it : elem.second ) {
575 const effect &e = _effect_it.second;
577 }
578 }
579
580 _skills->clear();
581 for( const JsonMember member : data.get_object( "skills" ) ) {
582 member.read( ( *_skills )[skill_id( member.name() )] );
583 }
584
585 on_stat_change( "thirst", thirst );
586 on_stat_change( "stored_calories", stored_calories );
587 on_stat_change( "fatigue", fatigue );
588 on_stat_change( "sleep_deprivation", sleep_deprivation );
589 on_stat_change( "pkill", pkill );
590 on_stat_change( "perceived_pain", get_perceived_pain() );
593
594 assign( data, "power_level", power_level, false, 0_kJ );
595 assign( data, "max_power_level", max_power_level, false, 0_kJ );
596
597 // Bionic power should not be negative!
598 if( power_level < 0_J ) {
599 power_level = 0_J;
600 }
601
602 JsonArray overmap_time_array = data.get_array( "overmap_time" );
603 overmap_time.clear();
604 while( overmap_time_array.has_more() ) {
605 point_abs_omt pt;
606 overmap_time_array.read_next( pt );
607 time_duration tdr = 0_turns;
608 overmap_time_array.read_next( tdr );
609 overmap_time[pt] = tdr;
610 }
611 data.read( "stomach", stomach );
612 data.read( "automoveroute", auto_move_route );
613
614 known_traps.clear();
615 for( JsonObject pmap : data.get_array( "known_traps" ) ) {
616 pmap.allow_omitted_members();
617 const tripoint p( pmap.get_int( "x" ), pmap.get_int( "y" ), pmap.get_int( "z" ) );
618 const std::string t = pmap.get_string( "trap" );
619 known_traps.insert( trap_map::value_type( p, t ) );
620 }
621}
bool assign(const JsonObject &jo, const std::string &name, T &val, bool strict=false, T lo=std::numeric_limits< T >::lowest(), T hi=std::numeric_limits< T >::max())
Definition: assign.h:54
void on_stat_change(const std::string &stat, int value) override
Called when a stat is changed.
Definition: character.cpp:9879
std::map< vitamin_id, int > vitamin_levels
Current deficiency/excess quantity for each vitamin.
Definition: character.h:2190
int activity_vehicle_part_index
Definition: character.h:1624
void on_effect_int_change(const efftype_id &effect_type, int intensity, const bodypart_str_id &bp) override
Called when effect intensity has been changed.
Definition: character.cpp:9850
int oxygen
Definition: character.h:1594
void on_item_wear(const item &it)
Called when an item is worn.
Definition: character.cpp:9822
void recalculate_size()
Recalculate size class of character.
Definition: mutation.cpp:246
int mounted_creature_id
Definition: character.h:1622
void set_body()
Definition: creature.cpp:1526
void set_part_hp_max(const bodypart_id &id, int set)
Definition: creature.cpp:1574
void load(const JsonObject &jsin)
bool has_more() const
Definition: json.cpp:484
bool read_next(T &t)
Definition: json.h:1113
Definition: json.h:177
Represents a member of a JsonObject.
Definition: json.h:1249
JsonObject get_object(const std::string &name) const
Definition: json.cpp:361
JsonArray get_array(const std::string &name) const
Definition: json.cpp:332
bool has_member(const std::string &name) const
Definition: json.cpp:181
JsonIn * get_raw(const std::string &name) const
Definition: json.cpp:241
int get_int(const std::string &name) const
Definition: json.cpp:282
bool has_array(const std::string &name) const
Definition: json.cpp:415
void allow_omitted_members() const
Definition: json.cpp:150
bool read(const std::string &name, T &t, bool throw_on_error=true) const
Definition: json.h:944
void json_load_items(JsonIn &jsin)
void clear()
Definition: inventory.cpp:237
This is a wrapper for implementing the pointer-to-implementation technique, see for example http://en...
Definition: pimpl.h:35
const char * c_str() const
Interface to the plain C-string of the id.
Definition: string_id.h:247
static const std::map< vitamin_id, vitamin > & all()
Get all currently loaded vitamins.
Definition: vitamin.cpp:98
std::string member
Definition: mapgen.cpp:402
static const efftype_id effect_riding("riding")
static void save_requirement(const requirement_data &req, const requirement_id &id=requirement_id::NULL_ID())
Store requirement data for future lookup.

References _skills, activity, activity_vehicle_part_index, vitamin::all(), JsonObject::allow_omitted_members(), assign(), auto_move_route, backlog, body_wetness, string_id< T >::c_str(), cached_mutations, clamp(), inventory::clear(), consumption_history, custom_profession, damage_bandaged, damage_disinfected, debugmsg, destination_activity, dex_bonus, dex_cur, dex_max, effect_riding, Creature::effects, fatigue, frostbite_timer, g, JsonObject::get_array(), effect::get_bp(), effect::get_id(), JsonObject::get_int(), effect::get_intensity(), JsonObject::get_object(), Creature::get_perceived_pain(), JsonObject::get_raw(), JsonObject::has_array(), Creature::has_effect(), JsonObject::has_member(), JsonArray::has_more(), healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, inv, string_id< T >::is_valid(), inventory::json_load_items(), known_traps, Creature::load(), magic, martial_arts_data, matype_id, max_power_level, mapgen_defer::member, morale, mounted_creature, mounted_creature_id, move_mode, my_bionics, my_mutations, my_traits, name, string_id< T >::obj(), omt_path, on_effect_int_change(), on_item_wear(), on_mutation_gain(), on_stat_change(), overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, radiation, JsonObject::read(), JsonArray::read_next(), recalc_sight_limits(), recalculate_size(), reset_encumbrance(), requirement_data::save_requirement(), Creature::set_anatomy(), Creature::set_body(), Creature::set_part_hp_cur(), Creature::set_part_hp_max(), skill_id, sleep_deprivation, stamina, calendar::start_of_cataclysm, stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, type_of_scent, Creature::underwater, vitamin_levels, weapon, worn, tripoint::x, tripoint::y, and tripoint::z.

Referenced by monster::deserialize(), avatar::deserialize(), npc::deserialize(), and player::load().

◆ mabuff_armor_bonus()

int Character::mabuff_armor_bonus ( damage_type  type) const

Returns the armor bonus against given type from martial arts buffs.

Definition at line 1130 of file martialarts.cpp.

1131{
1132 int ret = 0;
1133 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1134 ret += d.get_intensity() * b.armor_bonus( *this, type );
1135 } );
1136 return ret;
1137}
static void accumulate_ma_buff_effects(const C &container, F f)

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by passive_absorb_hit().

◆ mabuff_arpen_bonus()

int Character::mabuff_arpen_bonus ( damage_type  type) const

Returns the arpen bonus from martial arts buffs.

Definition at line 1122 of file martialarts.cpp.

1123{
1124 int ret = 0;
1125 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1126 ret += d.get_intensity() * b.arpen_bonus( *this, type );
1127 } );
1128 return ret;
1129}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_attack_cost_mult()

float Character::mabuff_attack_cost_mult ( ) const

Returns the multiplier on move cost of attacks.

Definition at line 1164 of file martialarts.cpp.

1165{
1166 float ret = 1.0f;
1167 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1168 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1169 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1170 ret *= d.get_intensity() * ( b.bonuses.get_mult( *this,
1171 affected_stat::MOVE_COST ) - 1 ) + 1;
1172 } );
1173 return ret;
1174}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_attack_cost_penalty()

int Character::mabuff_attack_cost_penalty ( ) const

Returns the flat penalty to move cost of attacks.

If negative, that's a bonus. Applied after multiplier.

Definition at line 1156 of file martialarts.cpp.

1157{
1158 int ret = 0;
1159 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1160 ret += d.get_intensity() * b.bonuses.get_flat( *this, affected_stat::MOVE_COST );
1161 } );
1162 return ret;
1163}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), MOVE_COST, and cata::hash64_detail::ret.

Referenced by attack_cost().

◆ mabuff_block_bonus()

int Character::mabuff_block_bonus ( ) const

Returns the block bonus from martial arts buffs.

Definition at line 1106 of file martialarts.cpp.

1107{
1108 int ret = 0;
1109 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1110 ret += d.get_intensity() * b.block_bonus( *this );
1111 } );
1112 return ret;
1113}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by block_hit().

◆ mabuff_damage_bonus()

int Character::mabuff_damage_bonus ( damage_type  type) const

Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.

Definition at line 1148 of file martialarts.cpp.

1149{
1150 int ret = 0;
1151 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1152 ret += d.get_intensity() * b.damage_bonus( *this, type );
1153 } );
1154 return ret;
1155}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_damage_mult()

float Character::mabuff_damage_mult ( damage_type  type) const

Returns the damage multiplier to given type from martial arts buffs.

Definition at line 1138 of file martialarts.cpp.

1139{
1140 float ret = 1.f;
1141 accumulate_ma_buff_effects( *effects, [&ret, type, this]( const ma_buff & b, const effect & d ) {
1142 // This is correct, so that a 20% buff (1.2) plus a 20% buff (1.2)
1143 // becomes 1.4 instead of 2.4 (which would be a 240% buff)
1144 ret *= d.get_intensity() * ( b.damage_mult( *this, type ) - 1 ) + 1;
1145 } );
1146 return ret;
1147}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), cata::hash64_detail::ret, and type.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ mabuff_dodge_bonus()

float Character::mabuff_dodge_bonus ( ) const

Returns the dodge bonus from martial arts buffs.

Definition at line 1098 of file martialarts.cpp.

1099{
1100 float ret = 0;
1101 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1102 ret += d.get_intensity() * b.dodge_bonus( *this );
1103 } );
1104 return ret;
1105}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by player::reset_stats().

◆ mabuff_speed_bonus()

int Character::mabuff_speed_bonus ( ) const

Returns the speed bonus from martial arts buffs.

Definition at line 1114 of file martialarts.cpp.

1115{
1116 int ret = 0;
1117 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & d ) {
1118 ret += d.get_intensity() * b.speed_bonus( *this );
1119 } );
1120 return ret;
1121}

References accumulate_ma_buff_effects(), b, Creature::effects, effect::get_intensity(), and cata::hash64_detail::ret.

Referenced by player::recalc_speed_bonus().

◆ mabuff_tohit_bonus()

float Character::mabuff_tohit_bonus ( ) const

Returns the to hit bonus from martial arts buffs.

Definition at line 1090 of file martialarts.cpp.

1091{
1092 float ret = 0;
1093 accumulate_ma_buff_effects( *effects, [&ret, this]( const ma_buff & b, const effect & ) {
1094 ret += b.hit_bonus( *this );
1095 } );
1096 return ret;
1097}

References accumulate_ma_buff_effects(), b, Creature::effects, and cata::hash64_detail::ret.

Referenced by get_melee_hit_base().

◆ made_of()

bool Character::made_of ( const material_id m) const
overridevirtual

Implements Creature.

Definition at line 6295 of file character.cpp.

6296{
6297 // TODO: check for mutations that change this.
6298 return std::find( fleshy.begin(), fleshy.end(), m ) != fleshy.end();
6299}
static const std::vector< material_id > fleshy
Definition: character.h:827

References detail::find(), and fleshy.

◆ made_of_any()

bool Character::made_of_any ( const std::set< material_id > &  ms) const
overridevirtual

Implements Creature.

Definition at line 6300 of file character.cpp.

6301{
6302 // TODO: check for mutations that change this.
6303 return std::any_of( fleshy.begin(), fleshy.end(), [&ms]( const material_id & e ) {
6304 return ms.count( e );
6305 } );
6306}
constexpr scale ms
Definition: coordinates.h:30

References fleshy, and coords::ms.

◆ max_stored_kcal()

◆ meets_requirements()

bool Character::meets_requirements ( const item it,
const item context = item() 
) const

Checks whether the character meets overall requirements to be able to use the item.

Definition at line 3435 of file character.cpp.

3436{
3437 const auto &ctx = !context.is_null() ? context : it;
3439}
bool meets_stat_requirements(const item &it) const
Checks whether the character's stats meets the stats required by the item.
Definition: character.cpp:3427
bool meets_skill_requirements(const std::map< skill_id, int > &req, const item &context=item()) const
Checks whether the character's skills meet the required.
Definition: character.cpp:3413

References item::is_null(), meets_skill_requirements(), meets_stat_requirements(), itype::min_skills, and item::type.

Referenced by can_use(), gunmod_inventory_preset::get_denial(), and item::gun_range().

◆ meets_skill_requirements() [1/2]

bool Character::meets_skill_requirements ( const construction con) const

Checks whether the character's skills meet the required.

Definition at line 3419 of file character.cpp.

3420{
3421 return std::all_of( con.required_skills.begin(), con.required_skills.end(),
3422 [&]( const std::pair<skill_id, int> &pr ) {
3423 return get_skill_level( pr.first ) >= pr.second;
3424 } );
3425}
std::map< skill_id, int > required_skills
Skill->skill level mapping.
Definition: construction.h:69

References construction::required_skills.

◆ meets_skill_requirements() [2/2]

bool Character::meets_skill_requirements ( const std::map< skill_id, int > &  req,
const item context = item() 
) const

Checks whether the character's skills meet the required.

Definition at line 3413 of file character.cpp.

3415{
3416 return _skills->meets_skill_requirements( req, context );
3417}

References _skills.

Referenced by activity_handlers::build_do_turn(), player::can_decomp_learn(), find_base_construction(), player::get_learned_recipes(), meets_requirements(), and player_can_build().

◆ meets_stat_requirements()

bool Character::meets_stat_requirements ( const item it) const

Checks whether the character's stats meets the stats required by the item.

Definition at line 3427 of file character.cpp.

3428{
3429 return ( it.has_flag( flag_STR_DRAW ) || get_str() >= it.get_min_str() ) &&
3430 get_dex() >= it.type->min_dex &&
3431 get_int() >= it.type->min_int &&
3432 get_per() >= it.type->min_per;
3433}
static const std::string flag_STR_DRAW("STR_DRAW")

References flag_STR_DRAW(), get_dex(), get_int(), item::get_min_str(), get_per(), get_str(), item::has_flag(), itype::min_dex, itype::min_int, itype::min_per, and item::type.

Referenced by meets_requirements().

◆ melee_attack() [1/2]

void Character::melee_attack ( Creature t,
bool  allow_special 
)

Calls the to other melee_attack function with an empty technique id (meaning no specific technique should be used).

Definition at line 382 of file melee.cpp.

383{
384 static const matec_id no_technique_id( "" );
385 melee_attack( t, allow_special, no_technique_id );
386}

References melee_attack().

◆ melee_attack() [2/2]

void Character::melee_attack ( Creature t,
bool  allow_special,
const matec_id force_technique,
bool  allow_unarmed = true 
)

Sets up a melee attack and handles melee attack function calls.

Parameters
tCreature to attack
allow_specialwhether non-forced martial art technique or mutation attack should be possible with this attack.
force_techniquespecial technique to use in attack.
allow_unarmedalways uses the wielded weapon regardless of martialarts style
Melee reduces stamina cost of melee attacks

Definition at line 390 of file melee.cpp.

392{
394 int hit_spread = t.deal_melee_attack( this, hit_roll() );
395 if( !t.is_player() ) {
396 // TODO: Per-NPC tracking? Right now monster hit by either npc or player will draw aggro...
397 t.add_effect( effect_hit_by_player, 10_minutes ); // Flag as attacked by us for AI
398 }
399 if( is_mounted() ) {
400 auto mons = mounted_creature.get();
401 if( mons->has_flag( MF_RIDEABLE_MECH ) ) {
402 if( !mons->check_mech_powered() ) {
403 add_msg( m_bad, _( "The %s has dead batteries and will not move its arms." ),
404 mons->get_name() );
405 return;
406 }
407 if( mons->type->has_special_attack( "SMASH" ) && one_in( 3 ) ) {
408 add_msg( m_info, _( "The %s hisses as its hydraulic arm pumps forward!" ),
409 mons->get_name() );
410 mattack::smash_specific( mons, &t );
411 } else {
412 mons->use_mech_power( -2 );
413 mons->melee_attack( t );
414 }
415 mod_moves( -mons->type->attack_cost );
416 return;
417 }
418 }
419 item &cur_weapon = allow_unarmed ? used_weapon() : weapon;
420
421 if( cur_weapon.attack_cost() > attack_cost( cur_weapon ) * 20 ) {
422 add_msg( m_bad, _( "This weapon is too unwieldy to attack with!" ) );
423 return;
424 }
425
426 int move_cost = attack_cost( cur_weapon );
427
428 if( hit_spread < 0 ) {
429 int stumble_pen = stumble( *this, cur_weapon );
430 sfx::generate_melee_sound( pos(), t.pos(), false, false );
431 if( is_player() ) { // Only display messages if this is the player
432
433 if( one_in( 2 ) ) {
434 const std::string reason_for_miss = get_miss_reason();
435 if( !reason_for_miss.empty() ) {
436 add_msg( reason_for_miss );
437 }
438 }
439
440 if( can_miss_recovery( cur_weapon ) ) {
441 ma_technique tec = martial_arts_data->get_miss_recovery_tec( cur_weapon );
442 add_msg( _( tec.avatar_message ), t.disp_name() );
443 } else if( stumble_pen >= 60 ) {
444 add_msg( m_bad, _( "You miss and stumble with the momentum." ) );
445 } else if( stumble_pen >= 10 ) {
446 add_msg( _( "You swing wildly and miss." ) );
447 } else {
448 add_msg( _( "You miss." ) );
449 }
450 } else if( g->u.sees( *this ) ) {
451 if( stumble_pen >= 60 ) {
452 add_msg( _( "%s misses and stumbles with the momentum." ), name );
453 } else if( stumble_pen >= 10 ) {
454 add_msg( _( "%s swings wildly and misses." ), name );
455 } else {
456 add_msg( _( "%s misses." ), name );
457 }
458 }
459
460 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
461 if( !has_active_bionic( bio_cqb ) ) {
462 melee_train( *this, 2, 5, cur_weapon );
463 }
464
465 // Cap stumble penalty, heavy weapons are quite weak already
466 move_cost += std::min( 60, stumble_pen );
467 if( martial_arts_data->has_miss_recovery_tec( cur_weapon ) ) {
468 move_cost /= 2;
469 }
470
471 // trigger martial arts on-miss effects
472 martial_arts_data->ma_onmiss_effects( *this );
473 } else {
475 // Remember if we see the monster at start - it may change
476 const bool seen = g->u.sees( t );
477 // Start of attacks.
478 const bool critical_hit = scored_crit( t.dodge_roll(), cur_weapon );
479 if( critical_hit ) {
481 }
483 roll_all_damage( critical_hit, d, false, cur_weapon );
484
485 const bool has_force_technique = !force_technique.str().empty();
486
487 // Pick one or more special attacks
488 matec_id technique_id;
489 if( allow_special && !has_force_technique ) {
490 technique_id = pick_technique( t, cur_weapon, critical_hit, false, false );
491 } else if( has_force_technique ) {
492 technique_id = force_technique;
493 } else {
494 technique_id = tec_none;
495 }
496
497 // if you have two broken arms you aren't doing any martial arts
498 // and your hits are not going to hurt very much
499 if( get_working_arm_count() < 1 ) {
500 technique_id = tec_none;
501 d.mult_damage( 0.1 );
502 }
503 // polearms and pikes (but not spears) do less damage to adjacent targets
504 if( cur_weapon.reach_range( *this ) > 1 && !reach_attacking &&
505 cur_weapon.has_flag( "POLEARM" ) ) {
506 d.mult_damage( 0.7 );
507 }
508
509 const ma_technique &technique = technique_id.obj();
510
511 // Handles effects as well; not done in melee_affect_*
512 if( technique.id != tec_none ) {
513 perform_technique( technique, t, d, move_cost );
514 }
515
516 // Proceed with melee attack.
517 if( !t.is_dead_state() ) {
518 // Handles speed penalties to monster & us, etc
519 std::string specialmsg = melee_special_effects( t, d, cur_weapon );
520
521 // gets overwritten with the dealt damage values
522 dealt_damage_instance dealt_dam;
523 dealt_damage_instance dealt_special_dam;
524 if( allow_special ) {
525 perform_special_attacks( t, dealt_special_dam );
526 }
527 t.deal_melee_hit( this, hit_spread, critical_hit, d, dealt_dam );
528 if( dealt_special_dam.type_damage( DT_CUT ) > 0 ||
529 dealt_special_dam.type_damage( DT_STAB ) > 0 ||
530 ( cur_weapon.is_null() && ( dealt_dam.type_damage( DT_CUT ) > 0 ||
531 dealt_dam.type_damage( DT_STAB ) > 0 ) ) ) {
532 if( has_trait( trait_POISONOUS ) ) {
533 add_msg_if_player( m_good, _( "You poison %s!" ), t.disp_name() );
534 t.add_effect( effect_poison, 6_turns );
535 } else if( has_trait( trait_POISONOUS2 ) ) {
536 add_msg_if_player( m_good, _( "You inject your venom into %s!" ),
537 t.disp_name() );
538 t.add_effect( effect_badpoison, 6_turns );
539 }
540 }
541
542 // Make a rather quiet sound, to alert any nearby monsters
543 if( !is_quiet() ) { // check martial arts silence
544 //sound generated later
545 sounds::sound( pos(), 8, sounds::sound_t::combat, "whack!" );
546 }
547 std::string material = "flesh";
548 if( t.is_monster() ) {
549 const monster *m = dynamic_cast<const monster *>( &t );
550 if( m->made_of( material_id( "steel" ) ) ) {
551 material = "steel";
552 }
553 }
554 sfx::generate_melee_sound( pos(), t.pos(), true, t.is_monster(), material );
555 int dam = dealt_dam.total_damage();
557
558 // Practice melee and relevant weapon skill (if any) except when using CQB bionic
559 if( !has_active_bionic( bio_cqb ) ) {
560 melee_train( *this, 5, 10, cur_weapon );
561 }
562
563 if( dam >= 5 && has_artifact_with( AEP_SAP_LIFE ) ) {
564 healall( rng( dam / 10, dam / 5 ) );
565 }
566
567 // Treat monster as seen if we see it before or after the attack
568 if( seen || g->u.sees( t ) ) {
569 std::string message = melee_message( technique, *this, dealt_dam );
570 player_hit_message( this, message, t, dam, critical_hit );
571 } else {
572 add_msg_player_or_npc( m_good, _( "You hit something." ),
573 _( "<npcname> hits something." ) );
574 }
575
576 if( !specialmsg.empty() ) {
577 add_msg_if_player( m_neutral, specialmsg );
578 }
579
580 if( critical_hit ) {
581 // trigger martial arts on-crit effects
582 martial_arts_data->ma_oncrit_effects( *this );
583 }
584
585 }
586
588 did_hit( t );
589
590 if( t.is_dead_state() ) {
591 // trigger martial arts on-kill effects
592 martial_arts_data->ma_onkill_effects( *this );
593 }
594 }
595
596 const int melee = get_skill_level( skill_melee );
597
598 // Previously calculated as 2_gram * std::max( 1, str_cur )
599 // using 16_gram normalizes it to 8 str. Same effort expenditure
600 // for each strike, regardless of weight. This is compensated
601 // for by the additional move cost as weapon weight increases
602 const int weight_cost = cur_weapon.weight() / ( 16_gram );
603 const int encumbrance_cost = roll_remainder( ( encumb( bp_arm_l ) + encumb( bp_arm_r ) ) *
604 2.0f );
605 const int deft_bonus = hit_spread < 0 && has_trait( trait_DEFT ) ? 50 : 0;
606 /** @EFFECT_MELEE reduces stamina cost of melee attacks */
607 const int mod_sta = ( weight_cost + encumbrance_cost - melee - deft_bonus + 50 ) * -1;
608 mod_stamina( std::min( -50, mod_sta ) );
609 add_msg( m_debug, "Stamina burn: %d", std::min( -50, mod_sta ) );
611 // trigger martial arts on-attack effects
612 martial_arts_data->ma_onattack_effects( *this );
613 // some things (shattering weapons) can harm the attacking creature.
615 if( t.as_character() ) {
617 t.as_character()->on_hit( this, bodypart_id( "num_bp" ), 0.0f, &dp );
618 }
619 return;
620}
int attack_cost(const item &weap) const
Returns cost (in moves) of attacking with given item (no modifiers, like stuck)
Definition: melee.cpp:2165
void on_hit(Creature *source, bodypart_id, float, dealt_projectile_attack const *) override
This creature just got hit by an attack - possibly special/ranged attack - from source.
Definition: character.cpp:8375
bool can_miss_recovery(const item &weap) const
Returns true if the player is able to use a miss recovery technique.
std::string melee_special_effects(Creature &t, damage_instance &d, item &weap)
Handles combat effects, returns a string of any valid combat effect messages.
Definition: melee.cpp:1764
void perform_special_attacks(Creature &t, dealt_damage_instance &dealt_dam)
Performs special attacks and their effects (poisonous, stinger, etc.)
Definition: melee.cpp:1737
float hit_roll() const override
Returns the player's basic hit roll that is compared to the target's dodge roll.
Definition: melee.cpp:297
bool scored_crit(float target_dodge, const item &weap) const
Returns true if the player scores a critical hit.
Definition: melee.cpp:699
bool reach_attacking
Definition: character.h:658
void did_hit(Creature &target)
Definition: character.cpp:8370
void perform_technique(const ma_technique &technique, Creature &t, damage_instance &di, int &move_cost)
Definition: melee.cpp:1337
std::string get_miss_reason()
Returns an explanation for why the player would miss a melee attack.
Definition: melee.cpp:329
void roll_all_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds all 3 types of physical damage to instance.
Definition: melee.cpp:351
bool is_quiet() const
Returns true if the player has quiet melee attacks.
virtual bool is_monster() const
Definition: creature.h:101
virtual Character * as_character()
Definition: creature.h:116
virtual int deal_melee_attack(Creature *source, int hitroll)
Definition: creature.cpp:496
virtual float dodge_roll()=0
virtual void deal_melee_hit(Creature *source, int hit_spread, bool critical_hit, const damage_instance &dam, dealt_damage_instance &dealt_dam)
Definition: creature.cpp:515
int reach_range(const Character &guy) const
Max range of melee attack this weapon can be used for.
Definition: item.cpp:5150
matec_id id
Definition: martialarts.h:70
std::string avatar_message
Definition: martialarts.h:85
bool made_of(const material_id &m) const override
Definition: monster.cpp:958
@ AEP_SAP_LIFE
Definition: enums.h:119
void player_hit_message(Character *attacker, const std::string &message, Creature &t, int dam, bool crit=false)
Definition: melee.cpp:2103
static const efftype_id effect_badpoison("badpoison")
std::string melee_message(const ma_technique &tec, Character &p, const dealt_damage_instance &ddi)
Definition: melee.cpp:1985
static const efftype_id effect_hit_by_player("hit_by_player")
int stumble(Character &u, const item &weap)
Definition: melee.cpp:683
static const trait_id trait_POISONOUS("POISONOUS")
static void melee_train(Character &p, int lo, int hi, const item &weap)
Definition: melee.cpp:359
static const trait_id trait_DEFT("DEFT")
static const efftype_id effect_poison("poison")
static const trait_id trait_POISONOUS2("POISONOUS2")
void smash_specific(monster *z, Creature *target)
Definition: monattack.cpp:1068
void generate_melee_sound(const tripoint &source, const tripoint &target, bool hit, bool targ_mon=false, const std::string &material="flesh")
Definition: sounds.cpp:1598
int actual_crit_count
Definition: melee.h:13

References _, melee_statistic_data::actual_crit_count, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), AEP_SAP_LIFE, Creature::as_character(), item::attack_cost(), attack_cost(), melee_statistic_data::attack_count, ma_technique::avatar_message, bio_cqb, bp_arm_l, bp_arm_r, can_miss_recovery(), Creature::check_dead_state(), sounds::combat, melee_statistic_data::damage_amount, Creature::deal_melee_attack(), Creature::deal_melee_hit(), did_hit(), Creature::disp_name(), Creature::dodge_roll(), DT_CUT, DT_STAB, effect_badpoison, effect_hit_by_player, effect_poison, encumb(), g, sfx::generate_melee_sound(), get_miss_reason(), get_skill_level(), get_working_arm_count(), has_active_bionic(), has_artifact_with(), item::has_flag(), has_trait(), healall(), melee_statistic_data::hit_count, hit_roll(), ma_technique::id, Creature::is_dead_state(), Creature::is_monster(), is_mounted(), item::is_null(), Creature::is_player(), is_quiet(), m_bad, m_debug, m_good, m_info, m_neutral, monster::made_of(), martial_arts_data, melee_message(), melee_special_effects(), melee::melee_stats, melee_train(), mapgen_defer::message, MF_RIDEABLE_MECH, Creature::mod_moves(), mod_stamina(), mounted_creature, move_cost(), damage_instance::mult_damage(), name, string_id< T >::obj(), on_hit(), one_in(), perform_special_attacks(), perform_technique(), pick_technique(), player_hit_message(), Creature::pos(), pos(), reach_attacking, item::reach_range(), rng(), roll_all_damage(), roll_remainder(), scored_crit(), skill_melee, mattack::smash_specific(), sounds::sound(), string_id< T >::str(), stumble(), tec_none, dealt_damage_instance::total_damage(), trait_DEFT, trait_POISONOUS, trait_POISONOUS2, dealt_damage_instance::type_damage(), used_weapon(), weapon, and item::weight().

Referenced by block_hit(), npc::execute_action(), melee_attack(), monexamine::mfriend_menu(), avatar_action::move(), npc::move_to(), game::npc_menu(), player::on_dodge(), perform_technique(), monexamine::pet_menu(), and player::reach_attack().

◆ melee_special_effects()

std::string Character::melee_special_effects ( Creature t,
damage_instance d,
item weap 
)

Handles combat effects, returns a string of any valid combat effect messages.

Strength increases chance of breaking glass weapons (NEGATIVE)

Definition at line 1764 of file melee.cpp.

1765{
1766 std::string dump;
1767
1768 std::string target = t.disp_name();
1769
1770 if( has_active_bionic( bionic_id( "bio_shock" ) ) && get_power_level() >= 2_kJ &&
1771 ( !is_armed() || weapon.conductive() ) ) {
1772 mod_power_level( -2_kJ );
1773 d.add_damage( DT_ELECTRIC, rng( 2, 10 ) );
1774
1775 if( is_player() ) {
1776 dump += string_format( _( "You shock %s." ), target ) + "\n";
1777 } else {
1778 add_msg_if_npc( _( "<npcname> shocks %s." ), target );
1779 }
1780 }
1781
1782 if( has_active_bionic( bionic_id( "bio_heat_absorb" ) ) && !is_armed() && t.is_warm() ) {
1783 mod_power_level( 3_kJ );
1784 d.add_damage( DT_COLD, 3 );
1785 if( is_player() ) {
1786 dump += string_format( _( "You drain %s's body heat." ), target ) + "\n";
1787 } else {
1788 add_msg_if_npc( _( "<npcname> drains %s's body heat!" ), target );
1789 }
1790 }
1791
1792 if( weapon.has_flag( "FLAMING" ) ) {
1793 d.add_damage( DT_HEAT, rng( 1, 8 ) );
1794
1795 if( is_player() ) {
1796 dump += string_format( _( "You burn %s." ), target ) + "\n";
1797 } else {
1798 add_msg_player_or_npc( _( "<npcname> burns %s." ), target );
1799 }
1800 }
1801
1802 //Hurting the wielder from poorly-chosen weapons
1803 if( weap.has_flag( "HURT_WHEN_WIELDED" ) && x_in_y( 2, 3 ) ) {
1804 add_msg_if_player( m_bad, _( "The %s cuts your hand!" ), weap.tname() );
1805 deal_damage( nullptr, bodypart_id( "hand_r" ), damage_instance::physical( 0,
1806 weap.damage_melee( DT_CUT ), 0 ) );
1807 if( weap.is_two_handed( *this ) ) { // Hurt left hand too, if it was big
1808 deal_damage( nullptr, bodypart_id( "hand_l" ), damage_instance::physical( 0,
1809 weap.damage_melee( DT_CUT ), 0 ) );
1810 }
1811 }
1812
1813 const int vol = weap.volume() / 250_ml;
1814 // Glass weapons shatter sometimes
1815 if( weap.made_of( material_id( "glass" ) ) &&
1816 /** @EFFECT_STR increases chance of breaking glass weapons (NEGATIVE) */
1817 rng( 0, vol + 8 ) < vol + str_cur ) {
1818 if( is_player() ) {
1819 dump += string_format( _( "Your %s shatters!" ), weap.tname() ) + "\n";
1820 } else {
1821 add_msg_player_or_npc( m_bad, _( "Your %s shatters!" ),
1822 _( "<npcname>'s %s shatters!" ),
1823 weap.tname() );
1824 }
1825
1826 sounds::sound( pos(), 16, sounds::sound_t::combat, "Crack!", true, "smash_success",
1827 "smash_glass_contents" );
1828 // Dump its contents on the ground
1829 weap.contents.spill_contents( pos() );
1830 // Take damage
1831 deal_damage( nullptr, bodypart_id( "arm_r" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1832 0 ) );
1833 if( weap.is_two_handed( *this ) ) { // Hurt left arm too, if it was big
1834 //redeclare shatter_dam because deal_damage mutates it
1835 deal_damage( nullptr, bodypart_id( "arm_l" ), damage_instance::physical( 0, rng( 0, vol * 2 ),
1836 0 ) );
1837 }
1838 d.add_damage( DT_CUT, rng( 0, 5 + static_cast<int>( vol * 1.5 ) ) ); // Hurt the monster extra
1839 remove_weapon();
1840 }
1841
1842 if( !t.is_hallucination() ) {
1843 handle_melee_wear( weap );
1844 }
1845
1846 // on-hit effects for martial arts
1847 martial_arts_data->ma_onhit_effects( *this );
1848
1849 return dump;
1850}
item remove_weapon()
Definition: character.cpp:2549
virtual bool is_warm() const
Definition: creature.cpp:954
int damage_melee(damage_type dt) const
Damage of given type caused when this item is used as melee weapon.
Definition: item.cpp:5087

References _, damage_instance::add_damage(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), bionic_id, sounds::combat, item::conductive(), item::contents, item::damage_melee(), deal_damage(), Creature::disp_name(), DT_COLD, DT_CUT, DT_ELECTRIC, DT_HEAT, get_power_level(), handle_melee_wear(), has_active_bionic(), item::has_flag(), is_armed(), Creature::is_hallucination(), Creature::is_player(), item::is_two_handed(), Creature::is_warm(), m_bad, item::made_of(), martial_arts_data, mod_power_level(), damage_instance::physical(), pos(), remove_weapon(), rng(), sounds::sound(), item_contents::spill_contents(), str_cur, string_format(), item::tname(), item::volume(), weapon, and x_in_y().

Referenced by melee_attack().

◆ mend()

void Character::mend ( int  rate_multiplier)

Handles the chance for broken limbs to spontaneously heal to 1 HP.

Definition at line 1603 of file suffer.cpp.

1604{
1605 // Wearing splints can slowly mend a broken limb back to 1 hp.
1606 bool any_broken = false;
1607 for( const bodypart_id &bp : get_all_body_parts() ) {
1608 if( is_limb_broken( bp ) ) {
1609 any_broken = true;
1610 break;
1611 }
1612 }
1613
1614 if( !any_broken ) {
1615 return;
1616 }
1617
1618 double healing_factor = 1.0;
1619 // Studies have shown that alcohol and tobacco use delay fracture healing time
1620 // Being under effect is 50% slowdown
1621 // Being addicted but not under effect scales from 25% slowdown to 75% slowdown
1622 // The improvement from being intoxicated over withdrawal is intended
1623 if( has_effect( effect_cig ) ) {
1624 healing_factor *= 0.5;
1625 } else {
1626 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::CIG ) );
1627 }
1628
1629 if( has_effect( effect_drunk ) ) {
1630 healing_factor *= 0.5;
1631 } else {
1632 healing_factor *= addiction_scaling( 0.25f, 0.75f, addiction_level( add_type::ALCOHOL ) );
1633 }
1634
1635 if( get_rad() > 0 && !has_trait( trait_RADIOGENIC ) ) {
1636 healing_factor *= clamp( ( 1000.0f - get_rad() ) / 1000.0f, 0.0f, 1.0f );
1637 }
1638
1639 // Bed rest speeds up mending
1640 if( has_effect( effect_sleep ) ) {
1641 healing_factor *= 4.0;
1642 } else if( get_fatigue() > fatigue_levels::dead_tired ) {
1643 // but being dead tired does not...
1644 healing_factor *= 0.75;
1645 } else {
1646 // If not dead tired, resting without sleep also helps
1647 healing_factor *= 1.0f + rest_quality();
1648 }
1649
1650 // Being healthy helps.
1651 healing_factor *= 1.0f + get_healthy() / 200.0f;
1652
1653 // Very hungry starts lowering the chance
1654 // square rooting the value makes the numbers drop off faster when below 1
1655 healing_factor *= std::sqrt( static_cast<float>( get_stored_kcal() ) / static_cast<float>
1656 ( max_stored_kcal() ) );
1657 // Similar for thirst - starts at very thirsty, drops to 0 at parched
1658 healing_factor *= 1.0f - clamp( 1.0f * ( get_thirst() - thirst_levels::very_thirsty ) /
1659 +thirst_levels::parched, 0.0f, 1.0f );
1660
1661 // Mutagenic healing factor!
1662 bool needs_splint = true;
1663
1664 healing_factor *= mutation_value( "mending_modifier" );
1665
1666 if( has_trait( trait_REGEN_LIZ ) ) {
1667 needs_splint = false;
1668 }
1669
1670 add_msg( m_debug, "Limb mend healing factor: %.2f", healing_factor );
1671 if( healing_factor <= 0.0f ) {
1672 // The section below assumes positive healing rate
1673 return;
1674 }
1675
1676 for( const bodypart_id &bp : get_all_body_parts() ) {
1677 const bool broken = is_limb_broken( bp );
1678 if( !broken ) {
1679 continue;
1680 }
1681
1682 if( needs_splint && !worn_with_flag( "SPLINT", bp ) ) {
1683 continue;
1684 }
1685
1686 const time_duration dur_inc = 1_turns * roll_remainder( rate_multiplier * healing_factor );
1687 auto &eff = get_effect( effect_mending, bp->token );
1688 if( eff.is_null() ) {
1689 add_effect( effect_mending, dur_inc, bp->token );
1690 continue;
1691 }
1692
1693 eff.set_duration( eff.get_duration() + dur_inc );
1694
1695 if( eff.get_duration() >= eff.get_max_duration() ) {
1696 set_part_hp_cur( bp, 1 );
1697 remove_effect( effect_mending, bp->token );
1698 g->events().send<event_type::broken_bone_mends>( getID(), bp->token );
1699 //~ %s is bodypart
1700 add_msg_if_player( m_good, _( "Your %s has started to mend!" ),
1701 body_part_name( bp ) );
1702 }
1703 }
1704}
float rest_quality() const
Returns >0 if character is sitting/lying and relatively inactive.
Definition: character.cpp:6538
int addiction_level(add_type type) const
Returns the intensity of the specified addiction.
Definition: suffer.cpp:1959
@ broken
Definition: enums.h:323
static const efftype_id effect_drunk("drunk")
static const trait_id trait_REGEN_LIZ("REGEN_LIZ")
static const efftype_id effect_cig("cig")
static const efftype_id effect_sleep("sleep")
static float addiction_scaling(float at_min, float at_max, float add_lvl)
Definition: suffer.cpp:172
static const efftype_id effect_mending("mending")
static const trait_id trait_RADIOGENIC("RADIOGENIC")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), addiction_level(), addiction_scaling(), ALCOHOL, body_part_name(), broken, broken_bone_mends, CIG, clamp(), dead_tired, effect_cig, effect_drunk, effect_mending, effect_sleep, g, Creature::get_all_body_parts(), Creature::get_effect(), get_fatigue(), get_healthy(), get_rad(), get_stored_kcal(), get_thirst(), getID(), Creature::has_effect(), has_trait(), is_limb_broken(), m_debug, m_good, max_stored_kcal(), mutation_value(), parched, Creature::remove_effect(), rest_quality(), roll_remainder(), Creature::set_part_hp_cur(), trait_RADIOGENIC, trait_REGEN_LIZ, very_thirsty, and worn_with_flag().

Referenced by update_body().

◆ metabolic_rate()

float Character::metabolic_rate ( ) const

Current metabolic rate due to traits, hunger, speed, etc.

Definition at line 609 of file consumption.cpp.

610{
611 return metabolic_rate_base();
612}

References metabolic_rate_base().

Referenced by calc_needs_rates().

◆ metabolic_rate_base()

float Character::metabolic_rate_base ( ) const

Stable base metabolic rate due to traits.

Definition at line 596 of file consumption.cpp.

597{
598 static const std::string hunger_rate_string( "PLAYER_HUNGER_RATE" );
599 static const std::string metabolism_modifier( "metabolism_modifier" );
600
601 float hunger_rate = get_option< float >( hunger_rate_string );
602 float mut_bonus = 1.0f + mutation_value( metabolism_modifier );
603 float with_mut = hunger_rate * mut_bonus;
604 float ench_bonus = bonus_from_enchantments( with_mut, enchant_vals::mod::METABOLISM );
605
606 return std::max( 0.0f, with_mut + ench_bonus );
607}

References bonus_from_enchantments(), enchant_vals::METABOLISM, and mutation_value().

Referenced by bmr(), and metabolic_rate().

◆ mod_base_age()

void Character::mod_base_age ( int  mod)

Definition at line 6877 of file character.cpp.

6878{
6879 init_age += mod;
6880}

References init_age.

Referenced by set_description().

◆ mod_base_height()

void Character::mod_base_height ( int  mod)

Definition at line 6906 of file character.cpp.

6907{
6908 init_height += mod;
6909}

References init_height.

Referenced by set_description().

◆ mod_dex_bonus()

void Character::mod_dex_bonus ( int  ndex)
virtual

◆ mod_fatigue()

◆ mod_healthy()

void Character::mod_healthy ( int  nhealthy)
virtual

Modifiers for health values exclusive to characters.

Definition at line 4230 of file character.cpp.

4231{
4232 float mut_rate = 1.0f;
4233 for( const trait_id &mut : get_mutations() ) {
4234 mut_rate *= mut.obj().healthy_rate;
4235 }
4236 healthy += nhealthy * mut_rate;
4237}

References get_mutations(), and healthy.

Referenced by iuse::adrenaline_injector(), mod_stat(), player::process_one_effect(), spell_effect::recover_energy(), and update_health().

◆ mod_healthy_mod()

void Character::mod_healthy_mod ( int  nhealthy_mod,
int  cap 
)
virtual

Definition at line 4242 of file character.cpp.

4243{
4244 // TODO: This really should be a full morale-like system, with per-effect caps
4245 // and durations. This version prevents any single effect from exceeding its
4246 // intended ceiling, but multiple effects will overlap instead of adding.
4247
4248 // Cap indicates how far the mod is allowed to shift in this direction.
4249 // It can have a different sign to the mod, e.g. for items that treat
4250 // extremely low health, but can't make you healthy.
4251 if( nhealthy_mod == 0 || cap == 0 ) {
4252 return;
4253 }
4254 int low_cap;
4255 int high_cap;
4256 if( nhealthy_mod < 0 ) {
4257 low_cap = cap;
4258 high_cap = 200;
4259 } else {
4260 low_cap = -200;
4261 high_cap = cap;
4262 }
4263
4264 // If we're already out-of-bounds, we don't need to do anything.
4265 if( ( healthy_mod <= low_cap && nhealthy_mod < 0 ) ||
4266 ( healthy_mod >= high_cap && nhealthy_mod > 0 ) ) {
4267 return;
4268 }
4269
4270 healthy_mod += nhealthy_mod;
4271
4272 // Since we already bailed out if we were out-of-bounds, we can
4273 // just clamp to the boundaries here.
4274 healthy_mod = std::min( healthy_mod, high_cap );
4275 healthy_mod = std::max( healthy_mod, low_cap );
4276}

References healthy_mod.

Referenced by addict_effect(), iuse::blech(), check_needs_extremes(), consume_effects(), player::hardcoded_effects(), modify_health(), iuse::mycus(), iuse::plantblech(), player::process_one_effect(), rooted(), suffer_from_bad_bionics(), suffer_from_other_mutations(), update_health(), and iuse::vaccine().

◆ mod_int_bonus()

void Character::mod_int_bonus ( int  nint)
virtual

◆ mod_max_power_level()

void Character::mod_max_power_level ( const units::energy npower_max)

Definition at line 1988 of file character.cpp.

1989{
1990 max_power_level += npower_max;
1991}

References max_power_level.

Referenced by activate_mutation(), add_bionic(), perform_uninstall(), and uninstall_bionic().

◆ mod_painkiller()

void Character::mod_painkiller ( int  npkill)

◆ mod_per_bonus()

void Character::mod_per_bonus ( int  nper)
virtual

◆ mod_power_level()

void Character::mod_power_level ( const units::energy npower)

Definition at line 1976 of file character.cpp.

1977{
1978 // Remaining capacity between current and maximum power levels we can make use of.
1979 const units::energy remaining_capacity = get_max_power_level() - get_power_level();
1980 // We can't add more than remaining capacity, so get the minimum of the two
1981 const units::energy minned_npower = std::min( npower, remaining_capacity );
1982 // new candidate power level
1983 const units::energy new_power = get_power_level() + minned_npower;
1984 // set new power level while prevending it from going negative
1985 set_power_level( std::max( 0_kJ, new_power ) );
1986}

References get_max_power_level(), get_power_level(), and set_power_level().

Referenced by activate_bionic(), activate_mutation(), burn_fuel(), npc::check_or_use_weapon_cbm(), deactivate_bionic(), npc::discharge_cbm_weapon(), do_skill_rust(), player::eat(), iuse::ehandcuffs(), explosion_handler::emp_blast(), feed_furnace_with(), aim_activity_actor::finish(), iexamine::fireplace(), hack_attempt(), melee_special_effects(), game::monmove(), player::on_hit(), game::on_move_effects(), passive_power_gen(), game::phasing_move(), process_bionic(), player::process_turn(), npc::recharge_cbm(), spell_effect::recover_energy(), mattack::riotbot(), activity_handlers::spellcasting_finish(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_radiation(), suffer_while_underwater(), try_start_hacking(), player::uncanny_dodge(), update_stamina(), use_charges(), and use_fire().

◆ mod_rad()

void Character::mod_rad ( int  mod)

Definition at line 7167 of file character.cpp.

7168{
7169 if( has_trait_flag( "NO_RADIATION" ) ) {
7170 return;
7171 }
7172 set_rad( std::max( 0, get_rad() + mod ) );
7173}

References get_rad(), has_trait_flag(), and set_rad().

Referenced by activate_bionic(), irradiate(), game::process_artifact(), player::process_one_effect(), regen(), and suffer_from_radiation().

◆ mod_skill_level()

void Character::mod_skill_level ( const skill_id ident,
int  delta 
)

Definition at line 3342 of file character.cpp.

3343{
3344 _skills->mod_skill_level( ident, delta );
3345}

References _skills.

Referenced by avatar::create(), npc::randomize(), and set_skills().

◆ mod_sleep_deprivation()

void Character::mod_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4419 of file character.cpp.

4420{
4421 set_sleep_deprivation( sleep_deprivation + nsleep_deprivation );
4422}
virtual void set_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4433

References set_sleep_deprivation(), and sleep_deprivation.

Referenced by update_needs().

◆ mod_stamina()

◆ mod_stat()

void Character::mod_stat ( const std::string &  stat,
float  modifier 
)
overridevirtual

Reimplemented from Creature.

Reimplemented in player.

Definition at line 513 of file character.cpp.

514{
515 if( stat == "str" ) {
516 mod_str_bonus( modifier );
517 } else if( stat == "dex" ) {
518 mod_dex_bonus( modifier );
519 } else if( stat == "per" ) {
520 mod_per_bonus( modifier );
521 } else if( stat == "int" ) {
522 mod_int_bonus( modifier );
523 } else if( stat == "healthy" ) {
524 mod_healthy( modifier );
525 } else if( stat == "kcal" ) {
526 mod_stored_kcal( modifier );
527 } else if( stat == "hunger" ) {
528 mod_stored_kcal( -10 * modifier );
529 } else {
530 Creature::mod_stat( stat, modifier );
531 }
532}
virtual void mod_healthy(int nhealthy)
Modifiers for health values exclusive to characters.
Definition: character.cpp:4230
virtual void mod_per_bonus(int nper)
Definition: character.cpp:4168
virtual void mod_dex_bonus(int ndex)
Definition: character.cpp:4163
virtual void mod_str_bonus(int nstr)
Definition: character.cpp:4158
virtual void mod_int_bonus(int nint)
Definition: character.cpp:4173
virtual void mod_stat(const std::string &stat, float modifier)
Definition: creature.cpp:1689

References mod_dex_bonus(), mod_healthy(), mod_int_bonus(), mod_per_bonus(), Creature::mod_stat(), mod_stored_kcal(), and mod_str_bonus().

Referenced by apply_skill_boost(), player::mod_stat(), and shout().

◆ mod_stim()

◆ mod_stored_kcal()

◆ mod_stored_nutr()

◆ mod_str_bonus()

◆ mod_thirst()

◆ modify_addiction()

void Character::modify_addiction ( const islot_comestible comest)

Used to apply addiction modifications from food and medication.

Definition at line 1050 of file consumption.cpp.

1051{
1052 add_addiction( comest.add, comest.addict );
1053 if( addiction_craving( comest.add ) != MORALE_NULL ) {
1054 rem_morale( addiction_craving( comest.add ) );
1055 }
1056}
morale_type addiction_craving(add_type const cur)
Definition: addiction.cpp:307
void add_addiction(add_type type, int strength)
Adds an addiction to the player.
Definition: suffer.cpp:1890
add_type add
effects of addiction
Definition: itype.h:142
int addict
addiction potential
Definition: itype.h:139

References islot_comestible::add, add_addiction(), islot_comestible::addict, addiction_craving(), MORALE_NULL, and rem_morale().

Referenced by consume_effects(), and player::consume_med().

◆ modify_fatigue()

void Character::modify_fatigue ( const islot_comestible comest)

Used to apply fatigue modifications from food and medication.

Definition at line 1040 of file consumption.cpp.

1041{
1042 mod_fatigue( -comest.fatigue_mod );
1043}
int fatigue_mod
fatigue altering effect
Definition: itype.h:148

References islot_comestible::fatigue_mod, and mod_fatigue().

Referenced by consume_effects(), and player::consume_med().

◆ modify_health()

void Character::modify_health ( const islot_comestible comest)

Used to apply health modifications from food and medication.

Definition at line 997 of file consumption.cpp.

998{
999 const int effective_health = comest.healthy;
1000 // Effectively no cap on health modifiers from food and meds
1001 const int health_cap = 200;
1002 mod_healthy_mod( effective_health, effective_health >= 0 ? health_cap : -health_cap );
1003}
int healthy
TODO: add documentation.
Definition: itype.h:157

References islot_comestible::healthy, and mod_healthy_mod().

Referenced by consume_effects(), and player::consume_med().

◆ modify_morale()

void Character::modify_morale ( item food,
int  nutr = 0 
)

Used to apply morale modifications from food and medication.

Definition at line 1058 of file consumption.cpp.

1059{
1060 time_duration morale_time = 2_hours;
1061 if( food.has_flag( flag_EATEN_HOT ) ) {
1062 auto heater = find_food_heater( *this, crafting_inventory(),
1063 get_map().has_nearby_fire( pos(), PICKUP_RANGE ) );
1064 if( heater && heater->consume( *this ) ) {
1066 _( "You heat up your %1$s using the %2$s." ),
1067 _( "<npcname> heats up their %1$s using the %2$s." ),
1068 food.tname(), heater->it.tname() );
1069 morale_time = 3_hours;
1070 int clamped_nutr = std::max( 5, std::min( 20, nutr / 10 ) );
1071 add_morale( MORALE_FOOD_HOT, clamped_nutr, 20, morale_time, morale_time / 2 );
1072 }
1073 }
1074
1075 std::pair<int, int> fun = fun_for( food );
1076 if( fun.first < 0 ) {
1077 add_morale( MORALE_FOOD_BAD, fun.first, fun.second, morale_time, morale_time / 2, false,
1078 food.type );
1079 } else if( fun.first > 0 ) {
1080 add_morale( MORALE_FOOD_GOOD, fun.first, fun.second, morale_time, morale_time / 2, false,
1081 food.type );
1082 }
1083
1084 if( food.has_flag( flag_HIDDEN_HALLU ) ) {
1085 if( has_trait( trait_SPIRITUAL ) ) {
1086 add_morale( MORALE_FOOD_GOOD, 36, 72, 2_hours, 1_hours, false );
1087 } else {
1088 add_morale( MORALE_FOOD_GOOD, 18, 36, 1_hours, 30_minutes, false );
1089 }
1090 }
1091
1092 if( food.has_flag( flag_CANNIBALISM ) ) {
1093 const bool cannibal = has_trait( trait_CANNIBAL );
1094 const bool psycho = has_trait( trait_PSYCHOPATH );
1095 const bool sapiovore = has_trait( trait_SAPIOVORE );
1096 if( cannibal ) {
1097 add_msg_if_player( m_good, _( "You indulge your shameful hunger." ) );
1098 add_morale( MORALE_CANNIBAL, 20, 200 );
1099 } else if( psycho || sapiovore ) {
1100 // Nothing - doesn't care enough to print a message
1101 } else {
1102 add_msg_if_player( m_bad, _( "You feel horrible for eating a person." ) );
1103 add_morale( MORALE_CANNIBAL, -60, -400, 60_minutes, 30_minutes );
1104 }
1105 }
1106
1107 // Allergy check for food that is ingested (not gum)
1108 if( !food.has_flag( "NO_INGEST" ) ) {
1109 const auto allergy = allergy_type( food );
1110 if( allergy != MORALE_NULL ) {
1111 add_msg_if_player( m_bad, _( "Yuck! How can anybody eat this stuff?" ) );
1112 add_morale( allergy, -75, -400, 30_minutes, 24_minutes );
1113 }
1114 if( food.has_flag( flag_ALLERGEN_JUNK ) ) {
1115 if( has_trait( trait_PROJUNK ) ) {
1116 add_msg_if_player( m_good, _( "Mmm, junk food." ) );
1117 add_morale( MORALE_SWEETTOOTH, 5, 30, 30_minutes, 24_minutes );
1118 }
1119 if( has_trait( trait_PROJUNK2 ) ) {
1120 if( !one_in( 100 ) ) {
1121 add_msg_if_player( m_good, _( "When life's got you down, there's always sugar." ) );
1122 } else {
1123 add_msg_if_player( m_good, _( "They may do what they must… you've already won." ) );
1124 }
1125 add_morale( MORALE_SWEETTOOTH, 10, 50, 1_hours, 50_minutes );
1126 }
1127 // Carnivores CAN eat junk food, but they won't like it much.
1128 // Pizza-scraping happens in consume_effects.
1130 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1131 add_morale( MORALE_NO_DIGEST, -25, -125, 30_minutes, 24_minutes );
1132 }
1133 }
1134 }
1135 const bool chew = food.get_comestible()->comesttype == comesttype_FOOD ||
1137 if( !food.rotten() && chew && has_trait( trait_SAPROPHAGE ) ) {
1138 // It's OK to *drink* things that haven't rotted. Alternative is to ban water. D:
1139 add_msg_if_player( m_bad, _( "Your stomach begins gurgling and you feel bloated and ill." ) );
1140 add_morale( MORALE_NO_DIGEST, -75, -400, 30_minutes, 24_minutes );
1141 }
1142 if( food.has_flag( flag_URSINE_HONEY ) && ( !crossed_threshold() ||
1144 mutation_category_level["URSINE"] > 40 ) {
1145 // Need at least 5 bear mutations for effect to show, to filter out mutations in common with other categories
1146 int honey_fun = has_trait( trait_THRESH_URSINE ) ?
1147 std::min( mutation_category_level["URSINE"] / 8, 20 ) :
1148 mutation_category_level["URSINE"] / 12;
1149 if( honey_fun < 10 ) {
1150 add_msg_if_player( m_good, _( "You find the sweet taste of honey surprisingly palatable." ) );
1151 } else {
1152 add_msg_if_player( m_good, _( "You feast upon the sweet honey." ) );
1153 }
1154 add_morale( MORALE_HONEY, honey_fun, 100 );
1155 }
1156}
morale_type allergy_type(const item &food) const
Returns allergy type or MORALE_NULL if not allergic for this character.
bool crossed_threshold() const
Returns true if the player has crossed a mutation threshold Player can only cross one mutation thresh...
Definition: character.cpp:8694
std::pair< int, int > fun_for(const item &comest) const
Handles the enjoyability value for a comestible.
bool rotten() const
returns true if item is now rotten after all shelf life has elapsed
Definition: item.h:853
static cata::optional< prepared_item_consumption > find_food_heater(Character &c, const inventory &inv, bool has_fire)
static const trait_id trait_THRESH_URSINE("THRESH_URSINE")
static const std::string flag_URSINE_HONEY("URSINE_HONEY")
static const std::string flag_CANNIBALISM("CANNIBALISM")
static const std::string flag_HIDDEN_HALLU("HIDDEN_HALLU")
static const trait_id trait_SAPIOVORE("SAPIOVORE")
static const trait_id trait_PSYCHOPATH("PSYCHOPATH")
static const trait_id trait_PROJUNK("PROJUNK")
static const trait_id trait_SPIRITUAL("SPIRITUAL")
static const std::string flag_EATEN_HOT("EATEN_HOT")
static const trait_id trait_CANNIBAL("CANNIBAL")
map & get_map()
Definition: map.cpp:141
const morale_type MORALE_HONEY("morale_honey")
const morale_type MORALE_SWEETTOOTH("morale_sweettooth")
const morale_type MORALE_NO_DIGEST("morale_no_digest")
const morale_type MORALE_FOOD_HOT("morale_food_hot")
const morale_type MORALE_FOOD_GOOD("morale_food_good")
const morale_type MORALE_CANNIBAL("morale_cannibal")
const morale_type MORALE_FOOD_BAD("morale_food_bad")
int chew(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1099

References _, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), allergy, allergy_type(), iuse::chew(), comesttype_FOOD(), crafting_inventory(), crossed_threshold(), find_food_heater(), flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_EATEN_HOT(), flag_HIDDEN_HALLU(), flag_URSINE_HONEY(), flag_USE_EAT_VERB(), fun_for(), item::get_comestible(), get_map(), item::has_flag(), has_trait(), m_bad, m_good, MORALE_CANNIBAL, MORALE_FOOD_BAD, MORALE_FOOD_GOOD, MORALE_FOOD_HOT, MORALE_HONEY, MORALE_NO_DIGEST, MORALE_NULL, MORALE_SWEETTOOTH, mutation_category_level, one_in(), PICKUP_RANGE, pos(), item::rotten(), item::tname(), trait_CANNIBAL, trait_CARNIVORE, trait_PROJUNK, trait_PROJUNK2, trait_PSYCHOPATH, trait_SAPIOVORE, trait_SAPROPHAGE, trait_SPIRITUAL, trait_THRESH_URSINE, and item::type.

Referenced by consume_effects(), and player::consume_med().

◆ modify_radiation()

void Character::modify_radiation ( const islot_comestible comest)

Used to apply radiation from food and medication.

Definition at line 1045 of file consumption.cpp.

1046{
1047 irradiate( comest.radiation );
1048}
bool irradiate(float rads, bool bypass=false)
Handles mitigation and application of radiation.
Definition: suffer.cpp:1532
int radiation
Amount of radiation you get from this comestible.
Definition: itype.h:163

References irradiate(), and islot_comestible::radiation.

Referenced by consume_effects(), and player::consume_med().

◆ modify_stimulation()

void Character::modify_stimulation ( const islot_comestible comest)

Used to apply stimulation modifications from food and medication.

Definition at line 1005 of file consumption.cpp.

1006{
1007 const int current_stim = get_stim();
1008 if( comest.stim != 0 &&
1009 ( std::abs( current_stim ) < ( std::abs( comest.stim ) * 3 ) ||
1010 sgn( current_stim ) != sgn( comest.stim ) ) ) {
1011 if( comest.stim < 0 ) {
1012 set_stim( std::max( comest.stim * 3, current_stim + comest.stim ) );
1013 } else {
1014 set_stim( std::min( comest.stim * 3, current_stim + comest.stim ) );
1015 }
1016 }
1017 if( has_trait( trait_STIMBOOST ) && ( current_stim > 30 ) &&
1018 ( ( comest.add == add_type::CAFFEINE ) || ( comest.add == add_type::SPEED ) ||
1019 ( comest.add == add_type::COKE ) || ( comest.add == add_type::CRACK ) ) ) {
1020 int hallu_duration = ( current_stim - comest.stim < 30 ) ? current_stim - 30 : comest.stim;
1021 add_effect( effect_visuals, hallu_duration * 30_minutes );
1022 std::vector<std::string> stimboost_msg{ _( "The shadows are getting ever closer." ),
1023 _( "You have a bad feeling about this." ),
1024 _( "A powerful sense of dread comes over you." ),
1025 _( "Your skin starts crawling." ),
1026 _( "They're coming to get you." ),
1027 _( "This might've been a bad idea…" ),
1028 _( "You've really done it this time, haven't you?" ),
1029 _( "You have to stay vigilant. They're always watching…" ),
1030 _( "mistake mistake mistake mistake mistake" ),
1031 _( "Just gotta stay calm, and you'll make it through this." ),
1032 _( "You're starting to feel very jumpy." ),
1033 _( "Something is twitching at the edge of your vision." ),
1034 _( "They know what you've done…" ),
1035 _( "You're feeling even more paranoid than usual." ) };
1036 add_msg_if_player( m_bad, random_entry_ref( stimboost_msg ) );
1037 }
1038}
static const efftype_id effect_visuals("visuals")
static const trait_id trait_STIMBOOST("STIMBOOST")
constexpr int sgn(const T x)
Definition: enums.h:8
std::enable_if<!is_std_array< C >::value, constV & >::type random_entry_ref(const C &container)
Same as above, but with a statically allocated default value (using the default constructor).
Definition: rng.h:149
int stim
stimulant effect
Definition: itype.h:145

References _, islot_comestible::add, Creature::add_effect(), Creature::add_msg_if_player(), CAFFEINE, COKE, CRACK, effect_visuals, get_stim(), has_trait(), m_bad, random_entry_ref(), set_stim(), sgn(), SPEED, islot_comestible::stim, and trait_STIMBOOST.

Referenced by consume_effects(), and player::consume_med().

◆ mount_creature()

void Character::mount_creature ( monster z)

Definition at line 1023 of file character.cpp.

1024{
1025 tripoint pnt = z.pos();
1026 shared_ptr_fast<monster> mons = g->shared_from( z );
1027 if( mons == nullptr ) {
1028 add_msg( m_debug, "mount_creature(): monster not found in critter_tracker" );
1029 return;
1030 }
1031 add_effect( effect_riding, 1_turns, num_bp );
1032 z.add_effect( effect_ridden, 1_turns, num_bp );
1033 if( z.has_effect( effect_tied ) ) {
1035 if( z.tied_item ) {
1036 i_add( *z.tied_item );
1037 z.tied_item.reset();
1038 }
1039 }
1041 if( z.has_effect( effect_harnessed ) ) {
1043 add_msg_if_player( m_info, _( "You remove the %s's harness." ), z.get_name() );
1044 }
1045 mounted_creature = mons;
1046 mons->mounted_player = this;
1047 if( is_avatar() ) {
1048 if( g->u.is_hauling() ) {
1049 g->u.stop_hauling();
1050 }
1051 if( g->u.get_grab_type() != OBJECT_NONE ) {
1052 add_msg( m_warning, _( "You let go of the grabbed object." ) );
1053 g->u.grab( OBJECT_NONE );
1054 }
1055 g->place_player( pnt );
1056 } else {
1057 npc &guy = dynamic_cast<npc &>( *this );
1058 guy.setpos( pnt );
1059 }
1060 z.facing = facing;
1061 add_msg_if_player( m_good, _( "You climb on the %s." ), z.get_name() );
1062 if( z.has_flag( MF_RIDEABLE_MECH ) ) {
1063 if( !z.type->mech_weapon.is_empty() ) {
1064 item mechwep = item( z.type->mech_weapon );
1065 wield( mechwep );
1066 }
1067 add_msg_if_player( m_good, _( "You hear your %s whir to life." ), z.get_name() );
1068 }
1069 // some rideable mechs have night-vision
1071 mod_moves( -100 );
1072}
static const efftype_id effect_tied("tied")
static const efftype_id effect_harnessed("harnessed")
FacingDirection facing
return the direction the creature is facing, for sdl horizontal flip
Definition: creature.h:135
cata::value_ptr< item > tied_item
Definition: monster.h:461
std::string get_name() const override
Definition: monster.cpp:487
void setpos(const tripoint &pos) override
Note: this places NPC on a given position in CURRENT MAP coordinates.
Definition: npc.cpp:680
std::shared_ptr< T > shared_ptr_fast
Definition: memory_fast.h:16

References _, Creature::add_effect(), monster::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_harnessed, effect_ridden, effect_riding, effect_tied, Creature::facing, g, monster::get_name(), getID(), Creature::has_effect(), monster::has_flag(), i_add(), Creature::is_avatar(), string_id< T >::is_empty(), m_debug, m_good, m_info, m_warning, mtype::mech_weapon, MF_RIDEABLE_MECH, Creature::mod_moves(), mounted_creature, monster::mounted_player_id, num_bp, OBJECT_NONE, monster::pos(), recalc_sight_limits(), Creature::remove_effect(), npc::setpos(), monster::tied_item, monster::type, and wield().

Referenced by activity_handlers::find_mount_do_turn().

◆ move_effects()

bool Character::move_effects ( bool  attacking)
overridevirtual

Processes effects which may prevent the Character from moving (bear traps, crushed, etc.).

Returns false if movement is stopped.

Strength increases chance to escape pit Dexterity increases chance to escape pit, slightly

Implements Creature.

Definition at line 1524 of file character.cpp.

1525{
1526 if( has_effect( effect_downed ) ) {
1527 try_remove_downed( *this );
1528 return false;
1529 }
1530 if( has_effect( effect_webbed ) ) {
1531 try_remove_webs( *this );
1532 return false;
1533 }
1534 if( has_effect( effect_lightsnare ) ) {
1535 try_remove_lightsnare( *this );
1536 return false;
1537
1538 }
1539 if( has_effect( effect_heavysnare ) ) {
1540 try_remove_heavysnare( *this );
1541 return false;
1542 }
1543 if( has_effect( effect_beartrap ) ) {
1544 try_remove_bear_trap( *this );
1545 return false;
1546 }
1547 if( has_effect( effect_crushed ) ) {
1548 try_remove_crushed( *this );
1549 return false;
1550 }
1551 // Below this point are things that allow for movement if they succeed
1552
1553 // Currently we only have one thing that forces movement if you succeed, should we get more
1554 // than this will need to be reworked to only have success effects if /all/ checks succeed
1555 if( has_effect( effect_in_pit ) ) {
1556 /** @EFFECT_STR increases chance to escape pit */
1557
1558 /** @EFFECT_DEX increases chance to escape pit, slightly */
1559 if( rng( 0, 40 ) > get_str() + get_dex() / 2 ) {
1560 add_msg_if_player( m_bad, _( "You try to escape the pit, but slip back in." ) );
1561 return false;
1562 } else {
1563 add_msg_player_or_npc( m_good, _( "You escape the pit!" ),
1564 _( "<npcname> escapes the pit!" ) );
1566 }
1567 }
1568 if( has_effect( effect_grabbed ) && !attacking && !try_remove_grab( *this ) ) {
1569 // NOLINTNEXTLINE(readability-simplify-boolean-expr)
1570 return false;
1571 }
1572 return true;
1573}
static void try_remove_lightsnare(Character &c)
Definition: character.cpp:1377
static void try_remove_crushed(Character &c)
Definition: character.cpp:1435
static const efftype_id effect_crushed("crushed")
static void try_remove_heavysnare(Character &c)
Definition: character.cpp:1405
static void try_remove_bear_trap(Character &c)
Definition: character.cpp:1342
static void try_remove_webs(Character &c)
Definition: character.cpp:1504
static bool try_remove_grab(Character &c)
Definition: character.cpp:1449
static const efftype_id effect_webbed("webbed")
static const efftype_id effect_in_pit("in_pit")
static void try_remove_downed(Character &c)
Definition: character.cpp:1327

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), effect_beartrap, effect_crushed, effect_downed, effect_grabbed, effect_heavysnare, effect_in_pit, effect_lightsnare, effect_webbed, get_dex(), get_str(), Creature::has_effect(), m_bad, m_good, Creature::remove_effect(), rng(), try_remove_bear_trap(), try_remove_crushed(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by avatar_action::move(), npc::move_to(), and game::vertical_move().

◆ movement_mode_is()

bool Character::movement_mode_is ( character_movemode  mode) const

Check against the character's current movement mode.

Definition at line 1608 of file character.cpp.

1609{
1610 return move_mode == mode;
1611}

References move_mode.

Referenced by avatar::cycle_move_mode(), draw_health_classic(), avatar_action::move(), move_mode_color(), move_mode_string(), game::on_move_effects(), Creature::sees(), game::vertical_move(), and game::walk_move().

◆ mut_cbm_encumb()

void Character::mut_cbm_encumb ( std::array< encumbrance_data, num_bp > &  vals) const
protected

Applies encumbrance from mutations and bionics only.

Definition at line 4005 of file character.cpp.

4006{
4007
4008 for( const bionic_id &bid : get_bionics() ) {
4009 for( const std::pair<const bodypart_str_id, int> &element : bid->encumbrance ) {
4010 vals[element.first->token].encumbrance += element.second;
4011 }
4012 }
4013
4015 for( auto &val : vals ) {
4016 val.encumbrance += 3; // Slight encumbrance to all parts except eyes
4017 }
4018 vals[bp_eyes].encumbrance -= 3;
4019 }
4020
4021 // Lower penalty for bps covered only by XL armor
4022 const auto oversize = exclusive_flag_coverage( flag_OVERSIZE );
4023 for( const trait_id &mut : get_mutations() ) {
4024 apply_mut_encumbrance( vals, mut, oversize );
4025 }
4026}
static const bionic_id bio_shock_absorber("bio_shock_absorber")
static void apply_mut_encumbrance(std::array< encumbrance_data, num_bp > &vals, const trait_id &mut, const body_part_set &oversize)
Definition: character.cpp:3990

References apply_mut_encumbrance(), bio_shock_absorber, bp_eyes, exclusive_flag_coverage(), flag_OVERSIZE(), get_bionics(), get_mutations(), and has_active_bionic().

Referenced by calc_encumbrance().

◆ mutate()

void Character::mutate ( )

Picks a random valid mutation and gives it to the Character, possibly removing/changing others along the way.

Definition at line 845 of file mutation.cpp.

846{
847 if( get_option<bool>( "BALANCED_MUTATIONS" ) ) {
849 if( !mutagen ) {
850 return;
851 }
852 float mut_power = to_turns<float>( mutagen.get_duration() ) / to_turns<float>
853 ( mutagen.get_int_dur_factor() );
854 add_msg_if_player( m_debug, "Mutation accumulation: %.1f", mut_power );
855 while( mut_power > 1 || roll_remainder( mut_power ) > 0 ) {
856 std::map<trait_id, float> chances = mutation_chances();
857
858 weighted_float_list<trait_id> mutation_picker;
859 for( const auto &p : chances ) {
860 mutation_picker.add( p.first, p.second );
861 }
862
863 for( int tries = 0; tries < 3; tries++ ) {
864 const trait_id *selected = mutation_picker.pick();
865 if( selected == nullptr ) {
866 continue;
867 }
868 add_msg_if_player( m_debug, "Selected mutation %s", selected->obj().name().c_str() );
869 if( has_trait( *selected ) ) {
870 remove_mutation( *selected );
871 break;
872 } else {
873 mutate_towards( *selected );
874 break;
875 }
876 }
877
878 mutagen.mod_duration( -mutagen.get_int_dur_factor() );
879 mut_power -= 1.0f;
880 }
881 } else {
882 old_mutate();
884 }
885}
void remove_mutation(const trait_id &mut, bool silent=false)
Removes a mutation, downgrading to the previous level if possible.
Definition: mutation.cpp:1338
bool mutate_towards(std::vector< trait_id > muts, int num_tries=INT_MAX)
Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.
Definition: mutation.cpp:1097
std::map< trait_id, float > mutation_chances() const
Calculate percentage chances for mutations.
Definition: mutation.cpp:752
void old_mutate()
Definition: mutation.cpp:887
time_duration get_int_dur_factor() const
Returns the number of turns it takes for the intensity to fall by 1 or 0 if intensity isn't based on ...
Definition: effect.cpp:1207
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
T * add(const T &obj, const W &weight)
This will add a new object to the weighted list.
Definition: weighted_list.h:33
const T * pick(unsigned int randi) const
This will return a pointer to an object from the list randomly selected and biased by weight.
Definition: weighted_list.h:94

References weighted_list< W, T >::add(), Creature::add_msg_if_player(), effect_accumulated_mutagen, effect::get_duration(), Creature::get_effect(), effect::get_int_dur_factor(), has_trait(), m_debug, effect::mod_duration(), mutate_towards(), mutation_chances(), mutation_branch::name(), old_mutate(), weighted_list< W, T >::pick(), Creature::remove_effect(), remove_mutation(), and roll_remainder().

Referenced by iuse::artifact(), eff_fun_mutating(), player::hardcoded_effects(), marloss_common(), spell_effect::mutate(), mutate_category(), iuse::mycus(), mattack::science(), iuse::sewage(), suffer_from_artifacts(), suffer_from_other_mutations(), and suffer_from_radiation().

◆ mutate_category()

void Character::mutate_category ( const std::string &  mut_cat)

Picks a random valid mutation in a category and mutate_towards() it.

Definition at line 1044 of file mutation.cpp.

1045{
1046 // Hacky ID comparison is better than separate hardcoded branch used before
1047 // TODO: Turn it into the null id
1048 if( cat == "ANY" ) {
1049 mutate();
1050 return;
1051 }
1052
1053 bool force_bad = one_in( 3 ) && !get_option<bool>( "BALANCED_MUTATIONS" );
1054 bool force_good = false;
1055 if( has_trait( trait_ROBUST ) && force_bad ) {
1056 // Robust Genetics gives you a 33% chance for a good mutation,
1057 // instead of the 33% chance of a bad one.
1058 force_bad = false;
1059 force_good = true;
1060 }
1061 if( has_trait( trait_CHAOTIC_BAD ) ) {
1062 force_bad = true;
1063 force_good = false;
1064 }
1065
1066 // Pull the category's list for valid mutations
1067 std::vector<trait_id> valid = mutations_category[cat];
1068
1069 // Remove anything we already have, that we have a child of, or that
1070 // goes against our intention of a good/bad mutation
1071 for( size_t i = 0; i < valid.size(); i++ ) {
1072 if( !mutation_ok( valid[i], force_good, force_bad ) ) {
1073 valid.erase( valid.begin() + i );
1074 i--;
1075 }
1076 }
1077
1078 mutate_towards( valid, 2 );
1079}
void mutate()
Picks a random valid mutation and gives it to the Character, possibly removing/changing others along ...
Definition: mutation.cpp:845
bool mutation_ok(const trait_id &mutation, bool force_good, bool force_bad) const
Returns true if the player doesn't have the mutation or a conflicting one and it complies with the fo...
Definition: mutation.cpp:639
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_ROBUST("ROBUST")
std::map< std::string, std::vector< trait_id > > mutations_category

References has_trait(), mutate(), mutate_towards(), mutation_ok(), mutations_category, one_in(), trait_CHAOTIC_BAD, and trait_ROBUST.

Referenced by eff_fun_rat(), player::hardcoded_effects(), spell_effect::mutate(), iuse::mycus(), npc::randomize(), mutagen_actor::use(), and mutagen_iv_actor::use().

◆ mutate_towards() [1/2]

bool Character::mutate_towards ( const trait_id mut)

Mutates toward the entered mutation, upgrading or removing conflicts if necessary.

Definition at line 1113 of file mutation.cpp.

1114{
1115 if( has_child_flag( mut ) ) {
1116 remove_child_flag( mut );
1117 return true;
1118 }
1119 const mutation_branch &mdata = mut.obj();
1120
1121 bool has_prereqs = false;
1122 bool prereq1 = false;
1123 bool prereq2 = false;
1124 std::vector<trait_id> canceltrait;
1125 std::vector<trait_id> prereq = mdata.prereqs;
1126 std::vector<trait_id> prereqs2 = mdata.prereqs2;
1127 std::vector<trait_id> cancel = mdata.cancels;
1128 std::vector<trait_id> same_type = get_mutations_in_types( mdata.types );
1129 std::vector<trait_id> all_prereqs = get_all_mutation_prereqs( mut );
1130
1131 // Check mutations of the same type - except for the ones we might need for pre-reqs
1132 for( const auto &consider : same_type ) {
1133 if( std::find( all_prereqs.begin(), all_prereqs.end(), consider ) == all_prereqs.end() ) {
1134 cancel.push_back( consider );
1135 }
1136 }
1137
1138 for( size_t i = 0; i < cancel.size(); i++ ) {
1139 if( !has_trait( cancel[i] ) ) {
1140 cancel.erase( cancel.begin() + i );
1141 i--;
1142 } else if( has_base_trait( cancel[i] ) ) {
1143 //If we have the trait, but it's a base trait, don't allow it to be removed normally
1144 canceltrait.push_back( cancel[i] );
1145 cancel.erase( cancel.begin() + i );
1146 i--;
1147 }
1148 }
1149
1150 for( size_t i = 0; i < cancel.size(); i++ ) {
1151 if( !cancel.empty() ) {
1152 trait_id removed = cancel[i];
1153 remove_mutation( removed );
1154 cancel.erase( cancel.begin() + i );
1155 i--;
1156 // This checks for cases where one trait knocks out several others
1157 // Probably a better way, but gets it Fixed Now--KA101
1158 return mutate_towards( mut );
1159 }
1160 }
1161
1162 for( size_t i = 0; ( !prereq1 ) && i < prereq.size(); i++ ) {
1163 if( has_trait( prereq[i] ) ) {
1164 prereq1 = true;
1165 }
1166 }
1167
1168 for( size_t i = 0; ( !prereq2 ) && i < prereqs2.size(); i++ ) {
1169 if( has_trait( prereqs2[i] ) ) {
1170 prereq2 = true;
1171 }
1172 }
1173
1174 if( prereq1 && prereq2 ) {
1175 has_prereqs = true;
1176 }
1177
1178 if( !has_prereqs && ( !prereq.empty() || !prereqs2.empty() ) ) {
1179 if( !prereq1 && !prereq.empty() ) {
1180 return mutate_towards( prereq );
1181 } else if( !prereq2 && !prereqs2.empty() ) {
1182 return mutate_towards( prereqs2 );
1183 }
1184 }
1185
1186 // Check for threshold mutation, if needed
1187 bool threshold = mdata.threshold;
1188 bool profession = mdata.profession;
1189 bool has_threshreq = false;
1190 std::vector<trait_id> threshreq = mdata.threshreq;
1191
1192 // It shouldn't pick a Threshold anyway--they're supposed to be non-Valid
1193 // and aren't categorized. This can happen if someone makes a threshold mutation into a prerequisite.
1194 if( threshold ) {
1195 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1196 return false;
1197 }
1198 if( profession ) {
1199 // Profession picks fail silently
1200 return false;
1201 }
1202
1203 for( size_t i = 0; !has_threshreq && i < threshreq.size(); i++ ) {
1204 if( has_trait( threshreq[i] ) ) {
1205 has_threshreq = true;
1206 }
1207 }
1208
1209 // No crossing The Threshold by simply not having it
1210 if( !has_threshreq && !threshreq.empty() ) {
1211 add_msg_if_player( _( "You feel something straining deep inside you, yearning to be free…" ) );
1212 return false;
1213 }
1214
1215 // Check if one of the prerequisites that we have TURNS INTO this one
1216 trait_id replacing = trait_id::NULL_ID();
1217 prereq = mdata.prereqs; // Reset it
1218 for( auto &elem : prereq ) {
1219 if( has_trait( elem ) ) {
1220 const trait_id &pre = elem;
1221 const auto &p = pre.obj();
1222 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1223 if( p.replacements[j] == mut ) {
1224 replacing = pre;
1225 }
1226 }
1227 }
1228 }
1229
1230 // Loop through again for prereqs2
1231 trait_id replacing2 = trait_id::NULL_ID();
1232 prereq = mdata.prereqs2; // Reset it
1233 for( auto &elem : prereq ) {
1234 if( has_trait( elem ) ) {
1235 const trait_id &pre2 = elem;
1236 const auto &p = pre2.obj();
1237 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1238 if( p.replacements[j] == mut ) {
1239 replacing2 = pre2;
1240 }
1241 }
1242 }
1243 }
1244
1245 bool mutation_replaced = false;
1246
1247 game_message_type rating;
1248
1249 if( replacing ) {
1250 const auto &replace_mdata = replacing.obj();
1251 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1252 rating = m_mixed;
1253 } else if( replace_mdata.points - mdata.points < 0 ) {
1254 rating = m_good;
1255 } else if( mdata.points - replace_mdata.points < 0 ) {
1256 rating = m_bad;
1257 } else {
1258 rating = m_neutral;
1259 }
1260 //  TODO: Limit this to visible mutations
1261 // TODO: In case invisible mutation turns into visible or vice versa
1262 // print only the visible mutation appearing/disappearing
1263 add_msg_player_or_npc( rating,
1264 _( "Your %1$s mutation turns into %2$s!" ),
1265 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1266 replace_mdata.name(), mdata.name() );
1267
1268 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1269 unset_mutation( replacing );
1270 mutation_replaced = true;
1271 }
1272 if( replacing2 ) {
1273 const auto &replace_mdata = replacing2.obj();
1274 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1275 rating = m_mixed;
1276 } else if( replace_mdata.points - mdata.points < 0 ) {
1277 rating = m_good;
1278 } else if( mdata.points - replace_mdata.points < 0 ) {
1279 rating = m_bad;
1280 } else {
1281 rating = m_neutral;
1282 }
1283 add_msg_player_or_npc( rating,
1284 _( "Your %1$s mutation turns into %2$s!" ),
1285 _( "<npcname>'s %1$s mutation turns into %2$s!" ),
1286 replace_mdata.name(), mdata.name() );
1287 g->events().send<event_type::evolves_mutation>( getID(), replace_mdata.id, mdata.id );
1288 unset_mutation( replacing2 );
1289 mutation_replaced = true;
1290 }
1291 for( const auto &i : canceltrait ) {
1292 const auto &cancel_mdata = i.obj();
1293 if( mdata.mixed_effect || cancel_mdata.mixed_effect ) {
1294 rating = m_mixed;
1295 } else if( mdata.points < cancel_mdata.points ) {
1296 rating = m_bad;
1297 } else if( mdata.points > cancel_mdata.points ) {
1298 rating = m_good;
1299 } else if( mdata.points == cancel_mdata.points ) {
1300 rating = m_neutral;
1301 } else {
1302 rating = m_mixed;
1303 }
1304 // If this new mutation cancels a base trait, remove it and add the mutation at the same time
1305 add_msg_player_or_npc( rating,
1306 _( "Your innate %1$s trait turns into %2$s!" ),
1307 _( "<npcname>'s innate %1$s trait turns into %2$s!" ),
1308 cancel_mdata.name(), mdata.name() );
1309 g->events().send<event_type::evolves_mutation>( getID(), cancel_mdata.id, mdata.id );
1310 unset_mutation( i );
1311 mutation_replaced = true;
1312 }
1313 if( !mutation_replaced ) {
1314 if( mdata.mixed_effect ) {
1315 rating = m_mixed;
1316 } else if( mdata.points > 0 ) {
1317 rating = m_good;
1318 } else if( mdata.points < 0 ) {
1319 rating = m_bad;
1320 } else {
1321 rating = m_neutral;
1322 }
1323 // TODO: Limit to visible mutations
1324 add_msg_player_or_npc( rating,
1325 _( "You gain a mutation called %s!" ),
1326 _( "<npcname> gains a mutation called %s!" ),
1327 mdata.name() );
1328 g->events().send<event_type::gains_mutation>( getID(), mdata.id );
1329 }
1330
1331 set_mutation( mut );
1332
1335 return true;
1336}
static bool same_type(const std::list< item > &items)
void remove_child_flag(const trait_id &flag)
Removes the mutation's child flag from the player's list.
Definition: mutation.cpp:1496
void drench_mut_calc()
Recalculates mutation drench protection for all bodyparts (ignored/good/neutral stats)
Definition: character.cpp:7925
void set_highest_cat_level()
Recalculates mutation_category_level[] values for the player.
Definition: character.cpp:7902
@ cancel
Definition: craft_command.h:28
game_message_type
Definition: enums.h:252
static std::vector< trait_id > get_all_mutation_prereqs(const trait_id &id)
Definition: mutation.cpp:1081
std::vector< trait_id > get_mutations_in_types(const std::set< std::string > &ids)
trait_id id
Definition: mutation.h:95
std::set< std::string > types
Definition: mutation.h:278
std::vector< trait_id > threshreq
Definition: mutation.h:277
bool mixed_effect
Definition: mutation.h:110

References _, Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), cancel, mutation_branch::cancels, drench_mut_calc(), evolves_mutation, detail::find(), g, gains_mutation, get_all_mutation_prereqs(), get_mutations_in_types(), getID(), has_base_trait(), has_child_flag(), has_trait(), mutation_branch::id, m_bad, m_good, m_mixed, m_neutral, mutation_branch::mixed_effect, mutate_towards(), mutation_branch::name(), string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), mutation_branch::points, mutation_branch::prereqs, mutation_branch::prereqs2, mutation_branch::profession, remove_child_flag(), remove_mutation(), same_type(), set_highest_cat_level(), set_mutation(), mutation_branch::threshold, mutation_branch::threshreq, mutation_branch::types, and unset_mutation().

◆ mutate_towards() [2/2]

bool Character::mutate_towards ( std::vector< trait_id muts,
int  num_tries = INT_MAX 
)

Mutates toward one of the given mutations, upgrading or removing conflicts if necessary.

Definition at line 1097 of file mutation.cpp.

1098{
1099 while( !muts.empty() && num_tries > 0 ) {
1100 int i = rng( 0, muts.size() - 1 );
1101
1102 if( mutate_towards( muts[i] ) ) {
1103 return true;
1104 }
1105
1106 muts.erase( muts.begin() + i );
1107 --num_tries;
1108 }
1109
1110 return false;
1111}

References mutate_towards(), and rng().

Referenced by mutate(), spell_effect::mutate(), mutate_category(), mutate_towards(), old_mutate(), and debug_menu::wishmutate().

◆ mutation_armor() [1/3]

resistances Character::mutation_armor ( bodypart_id  bp) const

Returns resistances on a body part provided by mutations.

Definition at line 6477 of file character.cpp.

6478{
6479 resistances res;
6480 for( const trait_id &iter : get_mutations() ) {
6481 res += iter->damage_resistance( bp->token );
6482 }
6483
6484 return res;
6485}

References get_mutations().

Referenced by get_all_armor_type(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), mutation_armor(), and passive_absorb_hit().

◆ mutation_armor() [2/3]

float Character::mutation_armor ( bodypart_id  bp,
const damage_unit du 
) const

Definition at line 6492 of file character.cpp.

6493{
6494 return mutation_armor( bp ).get_effective_resist( du );
6495}
float get_effective_resist(const damage_unit &du) const
Definition: damage.cpp:217

References resistances::get_effective_resist(), and mutation_armor().

◆ mutation_armor() [3/3]

float Character::mutation_armor ( bodypart_id  bp,
damage_type  dt 
) const

Definition at line 6487 of file character.cpp.

6488{
6489 return mutation_armor( bp ).type_resist( dt );
6490}
float type_resist(damage_type dt) const
Definition: damage.cpp:213

References mutation_armor(), and resistances::type_resist().

◆ mutation_attacks()

std::vector< special_attack > Character::mutation_attacks ( Creature t) const

Returns a vector of valid mutation attacks.

Unarmed increases chance of attacking with mutated body parts Dexterity increases chance of attacking with mutated body parts

Definition at line 1906 of file melee.cpp.

1907{
1908 std::vector<special_attack> ret;
1909
1910 std::string target = t.disp_name();
1911
1912 const body_part_set usable_body_parts = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
1913 const int unarmed = get_skill_level( skill_unarmed );
1914
1915 for( const trait_id &pr : get_mutations() ) {
1916 const mutation_branch &branch = pr.obj();
1917 for( const mut_attack &mut_atk : branch.attacks_granted ) {
1918 // Covered body part
1919 if( mut_atk.bp != num_bp && !usable_body_parts.test( mut_atk.bp ) ) {
1920 continue;
1921 }
1922
1923 /** @EFFECT_UNARMED increases chance of attacking with mutated body parts */
1924 /** @EFFECT_DEX increases chance of attacking with mutated body parts */
1925
1926 // Calculate actor ability value to be compared against mutation attack difficulty and add debug message
1927 const int proc_value = get_dex() + unarmed;
1928 add_msg( m_debug, "%s proc chance: %d in %d", pr.c_str(), proc_value, mut_atk.chance );
1929 // If the mutation attack fails to proc, bail out
1930 if( !x_in_y( proc_value, mut_atk.chance ) ) {
1931 continue;
1932 }
1933
1934 // If player has any blocker, bail out
1935 if( std::any_of( mut_atk.blocker_mutations.begin(), mut_atk.blocker_mutations.end(),
1936 [this]( const trait_id & blocker ) {
1937 return has_trait( blocker );
1938 } ) ) {
1939 add_msg( m_debug, "%s not procing: blocked", pr.c_str() );
1940 continue;
1941 }
1942
1943 // Player must have all needed traits
1944 if( !std::all_of( mut_atk.required_mutations.begin(), mut_atk.required_mutations.end(),
1945 [this]( const trait_id & need ) {
1946 return has_trait( need );
1947 } ) ) {
1948 add_msg( m_debug, "%s not procing: unmet req", pr.c_str() );
1949 continue;
1950 }
1951
1952 special_attack tmp;
1953 // Ugly special case: player's strings have only 1 variable, NPC have 2
1954 // Can't use <npcname> here
1955 // TODO: Fix
1956 if( is_player() ) {
1957 tmp.text = string_format( _( mut_atk.attack_text_u ), target );
1958 } else {
1959 tmp.text = string_format( _( mut_atk.attack_text_npc ), name, target );
1960 }
1961
1962 // Attack starts here
1963 if( mut_atk.hardcoded_effect ) {
1964 tmp.damage = hardcoded_mutation_attack( *this, pr );
1965 } else {
1966 damage_instance dam = mut_atk.base_damage;
1967 damage_instance scaled = mut_atk.strength_damage;
1968 scaled.mult_damage( std::min<float>( 15.0f, get_str() ), true );
1969 dam.add( scaled );
1970
1971 tmp.damage = dam;
1972 }
1973
1974 if( tmp.damage.total_damage() > 0.0f ) {
1975 ret.emplace_back( tmp );
1976 } else {
1977 add_msg( m_debug, "%s not procing: zero damage", pr.c_str() );
1978 }
1979 }
1980 }
1981
1982 return ret;
1983}
static damage_instance hardcoded_mutation_attack(const Character &u, const trait_id &id)
Definition: melee.cpp:1852
float total_damage() const
Definition: damage.cpp:75
void add(const damage_instance &added_di)
Definition: damage.cpp:93
std::string attack_text_u
Text printed when the attack is proced by you.
Definition: mutation.h:58
std::set< trait_id > blocker_mutations
Need none of those to qualify for this attack.
Definition: mutation.h:64
std::set< trait_id > required_mutations
Need all of those to qualify for this attack.
Definition: mutation.h:62
int chance
Chance to proc is one_in( chance - dex - unarmed )
Definition: mutation.h:70
body_part bp
If not num_bp, this body part needs to be uncovered for the attack to proc.
Definition: mutation.h:67
damage_instance base_damage
Definition: mutation.h:72
bool hardcoded_effect
Should be true when and only when this attack needs hardcoded handling.
Definition: mutation.h:77
damage_instance strength_damage
Multiplied by strength and added to the above.
Definition: mutation.h:74
std::string attack_text_npc
As above, but for npc.
Definition: mutation.h:60
std::vector< mut_attack > attacks_granted
Attacks granted by this mutation.
Definition: mutation.h:267
std::string text
Definition: character.h:233
damage_instance damage
Definition: character.h:234

References _, damage_instance::add(), add_msg(), mut_attack::attack_text_npc, mut_attack::attack_text_u, mutation_branch::attacks_granted, mut_attack::base_damage, mut_attack::blocker_mutations, mut_attack::bp, mut_attack::chance, special_attack::damage, Creature::disp_name(), exclusive_flag_coverage(), get_dex(), get_mutations(), get_skill_level(), get_str(), mut_attack::hardcoded_effect, hardcoded_mutation_attack(), Creature::is_player(), m_debug, damage_instance::mult_damage(), name, num_bp, mut_attack::required_mutations, cata::hash64_detail::ret, skill_unarmed, mut_attack::strength_damage, string_format(), body_part_set::test(), special_attack::text, damage_instance::total_damage(), and x_in_y().

Referenced by perform_special_attacks().

◆ mutation_chances()

std::map< trait_id, float > Character::mutation_chances ( ) const

Calculate percentage chances for mutations.

Definition at line 752 of file mutation.cpp.

753{
754 bool force_bad = false;
755 const bool force_good = false;
757 force_bad = true;
758 }
759
760 int current_score = genetic_score( *this );
761 // 10/10/10/10 in stats, balanced traits, plus tip
762 int expected_score = 4 * 10 + 6;
763 int direction = expected_score - current_score;
764
765 // Duplicates allowed - they'll increase chances of change
766 std::vector<potential_mutation> potential;
767
768 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
769 const trait_id &base_mutation = traits_iter.id;
770 const mutation_branch &base_mdata = traits_iter;
771 bool thresh_save = base_mdata.threshold;
772 bool prof_save = base_mdata.profession;
773 bool purify_save = !base_mdata.purifiable;
774 bool can_remove = !thresh_save && !prof_save && !purify_save;
775
776 if( has_trait( base_mutation ) ) {
777 for( const trait_id &mutation : base_mdata.replacements ) {
778 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
779 potential.emplace_back( base_mutation, mutation, 3 );
780 }
781 }
782
783 for( const trait_id &mutation : base_mdata.additions ) {
784 if( mutation->valid && mutation_ok( mutation, force_good, force_bad ) ) {
785 potential.emplace_back( trait_id::NULL_ID(), mutation, 3 );
786 }
787 }
788
789 // Removal or downgrade (if possible)
790 if( can_remove ) {
791 potential.emplace_back( base_mutation, trait_id::NULL_ID(), 2 );
792 }
793 } else {
794 // Addition from nothing
795 // Duplicates addition above, but that's OK, we need to handle dupes anyway
796 if( base_mutation->valid && mutation_ok( base_mutation, force_good, force_bad ) ) {
797 potential.emplace_back( trait_id::NULL_ID(), base_mutation, 1 );
798 }
799 }
800 }
801
802 // We need all mutation categories in here
803 std::map<std::string, int> padded_mut_cat_lvl = mutation_category_level;
804 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
805 for( const std::string &cat : traits_iter.category ) {
806 // Will do nothing if it exists already
807 padded_mut_cat_lvl.insert( std::make_pair( cat, 0 ) );
808 }
809 }
810
811 const std::map<std::string, float> add_weighs =
812 calc_category_weights( padded_mut_cat_lvl, true );
813 const std::map<std::string, float> rem_weighs =
814 calc_category_weights( padded_mut_cat_lvl, false );
815
816 // Not normalized
817 std::map<trait_id, float> chances;
818
819 // Warning: has duplicates
820 for( const potential_mutation &pm : potential ) {
821 int cost_from = pm.from.is_valid() ? pm.from->cost : 0;
822 int cost_to = pm.to.is_valid() ? pm.to->cost : 0;
823 int score_diff = cost_to - cost_from;
824
825 if( pm.to.is_valid() ) {
826 float cat_mod = std::accumulate( pm.to->category.begin(), pm.to->category.end(), 0.0f,
827 [&add_weighs]( float m, const std::string & cat ) {
828 return std::max( m, add_weighs.at( cat ) );
829 } );
830 float c = score_difference_to_chance( direction + score_diff );
831 chances[pm.to] += c * cat_mod;
832 } else if( pm.from.is_valid() ) {
833 float cat_mod = std::accumulate( pm.from->category.begin(), pm.from->category.end(), 0.0f,
834 [&rem_weighs]( float m, const std::string & cat ) {
835 return std::min( m, rem_weighs.at( cat ) );
836 } );
837 float c = score_difference_to_chance( direction - score_diff );
838 chances[pm.from] += c * cat_mod;
839 }
840 }
841
842 return normalized_map( chances );
843}
direction
Definition: line.h:39
constexpr double c
Definition: magic.cpp:1031
static float score_difference_to_chance(float diff)
Definition: mutation.cpp:690
static T normalized_map(const T &ctn)
Definition: mutation.cpp:699
static int genetic_score(const Character &c)
Definition: mutation.cpp:683
static std::map< std::string, float > calc_category_weights(const std::map< std::string, int > &mcl, bool addition)
Definition: mutation.cpp:719
static const std::vector< mutation_branch > & get_all()
All known mutations.
std::vector< trait_id > additions
Definition: mutation.h:281

References mutation_branch::additions, c, calc_category_weights(), genetic_score(), mutation_branch::get_all(), has_trait(), string_id< T >::id(), mutation_category_level, mutation_ok(), normalized_map(), string_id< mutation_branch >::NULL_ID(), mutation_branch::profession, mutation_branch::purifiable, mutation_branch::replacements, score_difference_to_chance(), mutation_branch::threshold, trait_CHAOTIC_BAD, and mutation_branch::valid.

Referenced by debug_menu::debug(), and mutate().

◆ mutation_effect()

void Character::mutation_effect ( const trait_id mut)

Handles things like removal of armor, etc.

Definition at line 258 of file mutation.cpp.

259{
260 if( mut == trait_GLASSJAW ) {
261 recalc_hp();
262
263 } else if( mut == trait_STR_ALPHA ) {
264 if( str_max < 16 ) {
265 str_max = 8 + str_max / 2;
266 }
267 apply_mods( mut, true );
268 recalc_hp();
269 } else if( mut == trait_DEX_ALPHA ) {
270 if( dex_max < 16 ) {
271 dex_max = 8 + dex_max / 2;
272 }
273 apply_mods( mut, true );
274 } else if( mut == trait_INT_ALPHA ) {
275 if( int_max < 16 ) {
276 int_max = 8 + int_max / 2;
277 }
278 apply_mods( mut, true );
279 } else if( mut == trait_INT_SLIME ) {
280 int_max *= 2; // Now, can you keep it? :-)
281
282 } else if( mut == trait_PER_ALPHA ) {
283 if( per_max < 16 ) {
284 per_max = 8 + per_max / 2;
285 }
286 apply_mods( mut, true );
287 } else {
288 apply_mods( mut, true );
289 }
290
292
293 const auto &branch = mut.obj();
294 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
295 branch.hp_adjustment != 0.0f ) {
296 recalc_hp();
297 }
298
299 remove_worn_items_with( [&]( item & armor ) {
300 static const std::string mutation_safe = "OVERSIZE";
301 if( armor.has_flag( mutation_safe ) ) {
302 return false;
303 }
304 if( !branch.conflicts_with_item( armor ) ) {
305 return false;
306 }
307
309 _( "Your %s is pushed off!" ),
310 _( "<npcname>'s %s is pushed off!" ),
311 armor.tname() );
312 get_map().add_item_or_charges( pos(), armor );
313 return true;
314 } );
315
316 if( branch.starts_active ) {
317 my_mutations[mut].powered = true;
318 }
319
320 on_mutation_gain( mut );
321}
std::list< item > remove_worn_items_with(std::function< bool(item &)> filter)
Similar to remove_items_with, but considers only worn items and not their content (item::contents is ...
Definition: character.cpp:2336
static const trait_id trait_PER_ALPHA("PER_ALPHA")
static const trait_id trait_STR_ALPHA("STR_ALPHA")
static const trait_id trait_GLASSJAW("GLASSJAW")
static const trait_id trait_DEX_ALPHA("DEX_ALPHA")
static const trait_id trait_INT_SLIME("INT_SLIME")
static const trait_id trait_INT_ALPHA("INT_ALPHA")

References _, Creature::add_msg_player_or_npc(), apply_mods(), dex_max, get_map(), item::has_flag(), int_max, m_bad, my_mutations, string_id< T >::obj(), on_mutation_gain(), per_max, pos(), recalc_hp(), recalculate_size(), remove_worn_items_with(), str_max, item::tname(), trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_wear(), set_mutation(), and switch_mutations().

◆ mutation_loss_effect()

void Character::mutation_loss_effect ( const trait_id mut)

Handles what happens when you lose a mutation.

Definition at line 323 of file mutation.cpp.

324{
325 if( mut == trait_GLASSJAW ) {
326 recalc_hp();
327
328 } else if( mut == trait_STR_ALPHA ) {
329 apply_mods( mut, false );
330 if( str_max < 16 ) {
331 str_max = 2 * ( str_max - 8 );
332 }
333 recalc_hp();
334 } else if( mut == trait_DEX_ALPHA ) {
335 apply_mods( mut, false );
336 if( dex_max < 16 ) {
337 dex_max = 2 * ( dex_max - 8 );
338 }
339 } else if( mut == trait_INT_ALPHA ) {
340 apply_mods( mut, false );
341 if( int_max < 16 ) {
342 int_max = 2 * ( int_max - 8 );
343 }
344 } else if( mut == trait_INT_SLIME ) {
345 int_max /= 2; // In case you have a freak accident with the debug menu ;-)
346
347 } else if( mut == trait_PER_ALPHA ) {
348 apply_mods( mut, false );
349 if( per_max < 16 ) {
350 per_max = 2 * ( per_max - 8 );
351 }
352 } else {
353 apply_mods( mut, false );
354 }
355
357
358 const auto &branch = mut.obj();
359 if( branch.hp_modifier != 0.0f || branch.hp_modifier_secondary != 0.0f ||
360 branch.hp_adjustment != 0.0f ) {
361 recalc_hp();
362 }
363
364 on_mutation_loss( mut );
365}
void on_mutation_loss(const trait_id &mid)
Called when a mutation is lost.
Definition: character.cpp:9871

References apply_mods(), dex_max, int_max, string_id< T >::obj(), on_mutation_loss(), per_max, recalc_hp(), recalculate_size(), str_max, trait_DEX_ALPHA, trait_GLASSJAW, trait_INT_ALPHA, trait_INT_SLIME, trait_PER_ALPHA, and trait_STR_ALPHA.

Referenced by on_item_takeoff(), switch_mutations(), and unset_mutation().

◆ mutation_ok()

bool Character::mutation_ok ( const trait_id mutation,
bool  force_good,
bool  force_bad 
) const

Returns true if the player doesn't have the mutation or a conflicting one and it complies with the force typing.

Definition at line 639 of file mutation.cpp.

640{
641 if( !is_category_allowed( mutation->category ) ) {
642 return false;
643 }
644 if( mutation_branch::trait_is_blacklisted( mutation ) ) {
645 return false;
646 }
647 if( has_trait( mutation ) || has_child_flag( mutation ) ) {
648 // We already have this mutation or something that replaces it.
649 return false;
650 }
651
652 for( const bionic_id &bid : get_bionics() ) {
653 for( const trait_id &mid : bid->canceled_mutations ) {
654 if( mid == mutation ) {
655 return false;
656 }
657 }
658 }
659
660 const mutation_branch &mdata = mutation.obj();
661 if( force_bad && mdata.points > 0 ) {
662 // This is a good mutation, and we're due for a bad one.
663 return false;
664 }
665
666 if( force_good && mdata.points < 0 ) {
667 // This is a bad mutation, and we're due for a good one.
668 return false;
669 }
670
671 return true;
672}
bool is_category_allowed(const std::vector< std::string > &category) const
Returns true if this category of mutation is allowed.
Definition: mutation.cpp:373
std::vector< std::string > category
Definition: mutation.h:282
static bool trait_is_blacklisted(const trait_id &tid)
Check if the trait with the given ID is blacklisted.

References mutation_branch::category, get_bionics(), has_child_flag(), has_trait(), is_category_allowed(), string_id< T >::obj(), mutation_branch::points, and mutation_branch::trait_is_blacklisted().

Referenced by mutate_category(), mutation_chances(), and old_mutate().

◆ mutation_spend_resources()

void Character::mutation_spend_resources ( const trait_id mut)

Removes the appropriate costs (NOTE: will reapply mods & recalc sightlines in case of newly activated mutation).

Definition at line 1723 of file mutation.cpp.

1724{
1725 const mutation_branch &mdata = mut.obj();
1726 trait_data &tdata = my_mutations[mut];
1727 int cost = mdata.cost;
1728 if( tdata.powered && tdata.charge > 0 ) {
1729 // Already-on units just lose a bit of charge
1730 tdata.charge--;
1731 } else {
1732 // Not-on units, or those with zero charge, have to pay the power cost
1733 if( mdata.cooldown > 0 ) {
1734 tdata.charge = mdata.cooldown - 1;
1735 }
1736 if( mdata.hunger ) {
1737 // burn some energy
1738 mod_stored_kcal( -cost * 6 );
1739 }
1740 if( mdata.thirst ) {
1741 mod_thirst( cost );
1742 }
1743 if( mdata.fatigue ) {
1744 mod_fatigue( cost );
1745 }
1746
1747 // Handle stat changes from activation
1748 apply_mods( mut, true );
1750 }
1751}

References apply_mods(), Character::trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, mutation_branch::fatigue, mutation_branch::hunger, mod_fatigue(), mod_stored_kcal(), mod_thirst(), my_mutations, string_id< T >::obj(), Character::trait_data::powered, recalc_sight_limits(), and mutation_branch::thirst.

Referenced by activate_mutation(), iexamine::ledge(), and game::vertical_move().

◆ mutation_value()

float Character::mutation_value ( const std::string &  val) const

Goes over all mutations, gets min and max of a value with given name.

Returns
min( 0, lowest ) + max( 0, highest )

Definition at line 6732 of file character.cpp.

6733{
6734 // Syntax similar to tuple get<n>()
6735 const auto found = mutation_value_map.find( val );
6736
6737 if( found == mutation_value_map.end() ) {
6738 debugmsg( "Invalid mutation value name %s", val );
6739 return 0.0f;
6740 } else {
6741 return found->second( cached_mutations );
6742 }
6743}
static const std::map< std::string, std::function< float(std::vector< const mutation_branch * >)> > mutation_value_map
Definition: character.cpp:6695

References cached_mutations, debugmsg, and mutation_value_map.

Referenced by attack_cost(), calc_needs_rates(), draw_speed_tab(), get_stamina_max(), healing_rate(), healing_rate_medicine(), hearing_ability(), is_immune_effect(), known_magic::mana_regen_rate(), known_magic::max_mana(), mend(), metabolic_rate_base(), overmap_sight_range(), read_speed(), recalc_hp(), player::recalc_speed_bonus(), reset_stats(), run_cost(), rust_rate(), swim_speed(), update_stamina(), visibility(), game::walk_move(), and weight_capacity().

◆ natural_attack_restricted_on()

bool Character::natural_attack_restricted_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body_part, ignoring items with the ALLOWS_NATURAL_ATTACKS flag.

Definition at line 1845 of file character.cpp.

1846{
1847 for( const item &i : worn ) {
1848 if( i.covers( bp->token ) && !i.has_flag( "ALLOWS_NATURAL_ATTACKS" ) &&
1849 !i.has_flag( "SEMITANGIBLE" ) &&
1850 !i.has_flag( "PERSONAL" ) && !i.has_flag( "AURA" ) ) {
1851 return true;
1852 }
1853 }
1854 return false;
1855}

References worn.

Referenced by roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

◆ nearby()

std::vector< item_location > Character::nearby ( const std::function< bool(const item *, const item *)> &  func,
int  radius = 1 
) const

Returns nearby items which match the provided predicate.

Definition at line 2241 of file character.cpp.

2243{
2244 std::vector<item_location> res;
2245
2246 visit_items( [&]( const item * e, const item * parent ) {
2247 if( func( e, parent ) ) {
2248 res.emplace_back( const_cast<Character &>( *this ), const_cast<item *>( e ) );
2249 }
2250 return VisitResponse::NEXT;
2251 } );
2252
2253 for( const auto &cur : map_selector( pos(), radius ) ) {
2254 cur.visit_items( [&]( const item * e, const item * parent ) {
2255 if( func( e, parent ) ) {
2256 res.emplace_back( cur, const_cast<item *>( e ) );
2257 }
2258 return VisitResponse::NEXT;
2259 } );
2260 }
2261
2262 for( const auto &cur : vehicle_selector( pos(), radius ) ) {
2263 cur.visit_items( [&]( const item * e, const item * parent ) {
2264 if( func( e, parent ) ) {
2265 res.emplace_back( cur, const_cast<item *>( e ) );
2266 }
2267 return VisitResponse::NEXT;
2268 } );
2269 }
2270
2271 return res;
2272}

References NEXT, pos(), and visitable< Character >::visit_items().

Referenced by bandolier_actor::reload(), and npc::within_boundaries_of_camp().

◆ normalize()

void Character::normalize ( )
overridevirtual

Calls Creature::normalize() nulls out the player's weapon Should only be called through player::normalize(), not on it's own!

Reimplemented from Creature.

Reimplemented in player.

Definition at line 3441 of file character.cpp.

3442{
3444
3445 martial_arts_data->reset_style();
3447
3448 set_body();
3449 recalc_hp();
3450}
virtual void normalize()
Recreates the Creature from scratch.
Definition: creature.cpp:121

References martial_arts_data, Creature::normalize(), recalc_hp(), Creature::set_body(), calendar::start_of_cataclysm, and weapon.

Referenced by player::normalize().

◆ num_bionics()

int Character::num_bionics ( ) const

Returns the size of my_bionics[].

Definition at line 2617 of file bionics.cpp.

2618{
2619 return my_bionics->size();
2620}

References my_bionics.

Referenced by conditional_t< T >::set_has_bionics().

◆ nutrition_for()

int Character::nutrition_for ( const item comest) const

Handles the nutrition value for a comestible.

Definition at line 459 of file consumption.cpp.

460{
462}
static constexpr float kcal_per_nutr
1 nutr ~= 8.7kcal (1 nutr/5min = 288 nutr/day at 2500kcal/day)
Definition: itype.h:180
int kcal
amount of kcal this food has
Definition: stomach.h:18

References compute_effective_nutrients(), nutrients::kcal, and islot_comestible::kcal_per_nutr.

Referenced by iuse::blech(), can_eat(), consume_effects(), npc::decide_needs(), player::eat(), iuse::plantblech(), and npc::value().

◆ old_mutate()

void Character::old_mutate ( )
private

Definition at line 887 of file mutation.cpp.

888{
889 bool force_bad = one_in( 3 );
890 bool force_good = false;
891 if( has_trait( trait_ROBUST ) && force_bad ) {
892 // Robust Genetics gives you a 33% chance for a good mutation,
893 // instead of the 33% chance of a bad one.
894 force_bad = false;
895 force_good = true;
896 }
898 force_bad = true;
899 force_good = false;
900 }
901
902 // Determine the highest mutation category
903 std::string cat = get_highest_category();
904
905 if( !is_category_allowed( cat ) ) {
906 cat.clear();
907 }
908
909 // See if we should upgrade/extend an existing mutation...
910 std::vector<trait_id> upgrades;
911
912 // ... or remove one that is not in our highest category
913 std::vector<trait_id> downgrades;
914
915 // For each mutation...
916 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
917 const trait_id &base_mutation = traits_iter.id;
918 const mutation_branch &base_mdata = traits_iter;
919 bool thresh_save = base_mdata.threshold;
920 bool prof_save = base_mdata.profession;
921 // are we unpurifiable? (saved from mutating away)
922 bool purify_save = !base_mdata.purifiable;
923
924 // ...that we have...
925 if( has_trait( base_mutation ) ) {
926 // ...consider the mutations that replace it.
927 for( const trait_id &mutation : base_mdata.replacements ) {
928 bool valid_ok = mutation->valid;
929
930 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
931 ( valid_ok ) ) {
932 upgrades.push_back( mutation );
933 }
934 }
935
936 // ...consider the mutations that add to it.
937 for( const trait_id &mutation : base_mdata.additions ) {
938 bool valid_ok = mutation->valid;
939
940 if( ( mutation_ok( mutation, force_good, force_bad ) ) &&
941 ( valid_ok ) ) {
942 upgrades.push_back( mutation );
943 }
944 }
945
946 // ...consider whether its in our highest category
947 if( has_trait( base_mutation ) && !has_base_trait( base_mutation ) ) {
948 // Starting traits don't count toward categories
949 std::vector<trait_id> group = mutations_category[cat];
950 bool in_cat = false;
951 for( const trait_id &elem : group ) {
952 if( elem == base_mutation ) {
953 in_cat = true;
954 break;
955 }
956 }
957
958 // mark for removal
959 // no removing Thresholds/Professions this way!
960 // unpurifiable traits also cannot be purified
961 if( !in_cat && !thresh_save && !prof_save && !purify_save ) {
962 if( one_in( 4 ) ) {
963 downgrades.push_back( base_mutation );
964 }
965 }
966 }
967 }
968 }
969
970 // Preliminary round to either upgrade or remove existing mutations
971 if( one_in( 2 ) ) {
972 if( !upgrades.empty() ) {
973 // (upgrade count) chances to pick an upgrade, 4 chances to pick something else.
974 size_t roll = rng( 0, upgrades.size() + 4 );
975 if( roll < upgrades.size() ) {
976 // We got a valid upgrade index, so use it and return.
977 mutate_towards( upgrades[roll] );
978 return;
979 }
980 }
981 } else {
982 // Remove existing mutations that don't fit into our category
983 if( !downgrades.empty() && !cat.empty() ) {
984 size_t roll = rng( 0, downgrades.size() + 4 );
985 if( roll < downgrades.size() ) {
986 remove_mutation( downgrades[roll] );
987 return;
988 }
989 }
990 }
991
992 std::vector<trait_id> valid; // Valid mutations
993 bool first_pass = true;
994
995 do {
996 // If we tried once with a non-NULL category, and couldn't find anything valid
997 // there, try again with empty category
998 // CHAOTIC_BAD lets the game pull from any category by default
999 if( !first_pass || has_trait( trait_CHAOTIC_BAD ) ) {
1000 cat.clear();
1001 }
1002
1003 if( cat.empty() ) {
1004 // Pull the full list
1005 for( const mutation_branch &traits_iter : mutation_branch::get_all() ) {
1006 if( traits_iter.valid && is_category_allowed( traits_iter.category ) ) {
1007 valid.push_back( traits_iter.id );
1008 }
1009 }
1010 } else {
1011 // Pull the category's list
1012 valid = mutations_category[cat];
1013 }
1014
1015 // Remove anything we already have, that we have a child of, or that
1016 // goes against our intention of a good/bad mutation
1017 for( size_t i = 0; i < valid.size(); i++ ) {
1018 if( ( !mutation_ok( valid[i], force_good, force_bad ) ) ||
1019 ( !valid[i]->valid ) ) {
1020 valid.erase( valid.begin() + i );
1021 i--;
1022 }
1023 }
1024
1025 if( valid.empty() ) {
1026 // So we won't repeat endlessly
1027 first_pass = false;
1028 }
1029 } while( valid.empty() && !cat.empty() );
1030
1031 if( valid.empty() ) {
1032 // Couldn't find anything at all!
1033 return;
1034 }
1035
1036 if( mutate_towards( random_entry( valid ) ) ) {
1037 return;
1038 } else {
1039 // if mutation failed (errors, post-threshold pick), try again once.
1040 mutate_towards( random_entry( valid ) );
1041 }
1042}
std::string get_highest_category() const
Returns the highest mutation category.
Definition: character.cpp:7949
group
Definition: sounds.h:125

References mutation_branch::additions, mutation_branch::get_all(), get_highest_category(), has_base_trait(), has_trait(), string_id< T >::id(), is_category_allowed(), mutate_towards(), mutation_ok(), mutations_category, one_in(), mutation_branch::profession, mutation_branch::purifiable, random_entry(), remove_mutation(), mutation_branch::replacements, rng(), mutation_branch::threshold, trait_CHAOTIC_BAD, trait_ROBUST, and mutation_branch::valid.

Referenced by mutate().

◆ on_damage_of_type()

void Character::on_damage_of_type ( int  adjusted_damage,
damage_type  type,
const bodypart_id bp 
)
overrideprotectedvirtual

Reimplemented from Creature.

Definition at line 4479 of file character.cpp.

4480{
4481 // Electrical damage has a chance to temporarily incapacitate bionics in the damaged body_part.
4482 if( type == DT_ELECTRIC ) {
4483 const time_duration min_disable_time = 10_turns * adjusted_damage;
4484 for( bionic &i : *my_bionics ) {
4485 if( !i.powered ) {
4486 // Unpowered bionics are protected from power surges.
4487 continue;
4488 }
4489 const auto &info = i.info();
4490 if( info.has_flag( STATIC( flag_str_id( "BIONIC_SHOCKPROOF" ) ) )
4491 || info.has_flag( STATIC( flag_str_id( "BIONIC_FAULTY" ) ) ) ) {
4492 continue;
4493 }
4494 const std::map<bodypart_str_id, int> &bodyparts = info.occupied_bodyparts;
4495 if( bodyparts.find( bp.id() ) != bodyparts.end() ) {
4496 const int bp_hp = get_part_hp_cur( bp );
4497 // The chance to incapacitate is as high as 50% if the attack deals damage equal to one third of the body part's current health.
4498 if( x_in_y( adjusted_damage * 3, bp_hp ) && one_in( 2 ) ) {
4499 if( i.incapacitated_time == 0_turns ) {
4500 add_msg_if_player( m_bad, _( "Your %s bionic shorts out!" ), info.name );
4501 }
4502 i.incapacitated_time += rng( min_disable_time, 10 * min_disable_time );
4503 }
4504 }
4505 }
4506 }
4507}
#define STATIC(expr)
The purpose of this macro is to provide a concise syntax for creation of inline literals (std::string...
Definition: make_static.h:24
string_id< json_flag > flag_str_id
Definition: type_id.h:187

References _, Creature::add_msg_if_player(), DT_ELECTRIC, Creature::get_part_hp_cur(), int_id< T >::id(), m_bad, my_bionics, one_in(), rng(), STATIC, type, and x_in_y().

◆ on_effect_int_change()

void Character::on_effect_int_change ( const efftype_id effect_type,
int  intensity,
const bodypart_str_id bp 
)
overridevirtual

Called when effect intensity has been changed.

Reimplemented from Creature.

Definition at line 9850 of file character.cpp.

9852{
9853 // Adrenaline can reduce perceived pain (or increase it when you enter comedown).
9854 // See @ref get_perceived_pain()
9856 // Note that calling this does no harm if it wasn't changed.
9857 on_stat_change( "perceived_pain", get_perceived_pain() );
9858 }
9859
9860 morale->on_effect_int_change( effect_type, intensity, bp );
9861}

References effect_adrenaline, Creature::get_perceived_pain(), morale, and on_stat_change().

Referenced by load(), and Creature::load().

◆ on_hit()

void Character::on_hit ( Creature source,
bodypart_id  bp_hit,
float  difficulty,
dealt_projectile_attack const *  proj 
)
overridevirtual

This creature just got hit by an attack - possibly special/ranged attack - from source.

Players should train dodge, possibly counter-attack somehow.

Implements Creature.

Reimplemented in player.

Definition at line 8375 of file character.cpp.

8377{
8378 enchantment_cache->cast_hit_me( *this, source );
8379}

References enchantment_cache.

Referenced by melee_attack(), and player::on_hit().

◆ on_hurt()

void Character::on_hurt ( Creature source,
bool  disturb = true 
)

Handles effects that happen when the player is damaged and aware of the fact.

Definition at line 8666 of file character.cpp.

8667{
8669 ( get_part_hp_cur( bodypart_id( "head" ) ) < 25 ||
8670 get_part_hp_cur( bodypart_id( "torso" ) ) < 15 ) ) {
8671 add_effect( effect_adrenaline, 20_minutes );
8672 }
8673
8674 if( disturb ) {
8676 wake_up();
8677 }
8678 if( !is_npc() && !has_effect( effect_narcosis ) ) {
8679 if( source != nullptr ) {
8680 g->cancel_activity_or_ignore_query( distraction_type::attacked,
8681 string_format( _( "You were attacked by %s!" ),
8682 source->disp_name() ) );
8683 } else {
8684 g->cancel_activity_or_ignore_query( distraction_type::attacked, _( "You were hurt!" ) );
8685 }
8686 }
8687 }
8688
8689 if( is_dead_state() ) {
8690 set_killer( source );
8691 }
8692}
static const efftype_id effect_narcosis("narcosis")
static const trait_id trait_ADRENALINE("ADRENALINE")
void wake_up()
Removes "sleep" and "lying_down".
Definition: character.cpp:7654

References _, Creature::add_effect(), attacked, Creature::disp_name(), effect_adrenaline, effect_narcosis, effect_sleep, g, Creature::get_part_hp_cur(), Creature::has_effect(), has_trait(), Creature::is_dead_state(), Creature::is_npc(), Creature::set_killer(), string_format(), trait_ADRENALINE, and wake_up().

Referenced by apply_damage(), deal_damage(), and hurtall().

◆ on_item_takeoff()

void Character::on_item_takeoff ( const item it)

Called when an item is taken off.

Definition at line 9837 of file character.cpp.

9838{
9839 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9840 mutation_loss_effect( mut );
9843 if( get_stamina() > get_stamina_max() ) {
9845 }
9846 }
9847 morale->on_item_takeoff( it );
9848}
void mutation_loss_effect(const trait_id &mut)
Handles what happens when you lose a mutation.
Definition: mutation.cpp:323
std::vector< trait_id > mutations_from_wearing(const Character &guy) const
Definition: item.cpp:8916

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_loss_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by item::on_takeoff().

◆ on_item_wear()

void Character::on_item_wear ( const item it)

Called when an item is worn.

Definition at line 9822 of file character.cpp.

9823{
9824 for( const trait_id &mut : it.mutations_from_wearing( *this ) ) {
9825 mutation_effect( mut );
9828
9829 // If the stamina is higher than the max (Languorous), set it back to max
9830 if( get_stamina() > get_stamina_max() ) {
9832 }
9833 }
9834 morale->on_item_wear( it );
9835}
void mutation_effect(const trait_id &mut)
Handles things like removal of armor, etc.
Definition: mutation.cpp:258

References calc_encumbrance(), get_stamina(), get_stamina_max(), morale, mutation_effect(), item::mutations_from_wearing(), recalc_sight_limits(), and set_stamina().

Referenced by debug_menu::character_edit_menu(), load(), and item::on_wear().

◆ on_mutation_gain()

void Character::on_mutation_gain ( const trait_id mid)

Called when a mutation is gained.

Definition at line 9863 of file character.cpp.

9864{
9865 morale->on_mutation_gain( mid );
9866 magic->on_mutation_gain( mid, *this );
9867 update_type_of_scent( mid );
9868 recalculate_enchantment_cache(); // mutations can have enchantments
9869}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by add_bionic(), known_magic::learn_spell(), load(), and mutation_effect().

◆ on_mutation_loss()

void Character::on_mutation_loss ( const trait_id mid)

Called when a mutation is lost.

Definition at line 9871 of file character.cpp.

9872{
9873 morale->on_mutation_loss( mid );
9874 magic->on_mutation_loss( mid );
9875 update_type_of_scent( mid, false );
9876 recalculate_enchantment_cache(); // mutations can have enchantments
9877}

References magic, morale, recalculate_enchantment_cache(), and update_type_of_scent().

Referenced by mutation_loss_effect().

◆ on_stat_change()

void Character::on_stat_change ( const std::string &  stat,
int  value 
)
overridevirtual

Called when a stat is changed.

Reimplemented from Creature.

Definition at line 9879 of file character.cpp.

9880{
9881 morale->on_stat_change( stat, value );
9882}

References morale.

Referenced by load(), Creature::load(), on_effect_int_change(), set_fatigue(), player::set_pain(), set_painkiller(), and set_thirst().

◆ on_worn_item_washed()

void Character::on_worn_item_washed ( const item it)

Called when an item is washed.

Definition at line 9815 of file character.cpp.

9816{
9817 if( is_worn( it ) ) {
9818 morale->on_worn_item_washed( it );
9819 }
9820}

References is_worn(), and morale.

Referenced by wash_activity_actor::finish().

◆ operator=() [1/2]

Character & Character::operator= ( Character &&  )
protecteddefault

◆ operator=() [2/2]

Character & Character::operator= ( const Character )
delete

◆ overmap_los()

bool Character::overmap_los ( const tripoint_abs_omt omt,
int  sight_points 
)

Returns true if overmap tile is within player line-of-sight.

Definition at line 741 of file character.cpp.

742{
744 const point_rel_omt offset = omt.xy() - ompos.xy();
745 if( offset.x() < -sight_points || offset.x() > sight_points ||
746 offset.y() < -sight_points || offset.y() > sight_points ) {
747 // Outside maximum sight range
748 return false;
749 }
750
751 // TODO: fix point types
752 const std::vector<tripoint> line = line_to( ompos.raw(), omt.raw(), 0, 0 );
753 for( size_t i = 0; i < line.size() && sight_points >= 0; i++ ) {
754 const tripoint &pt = line[i];
755 const oter_id &ter = overmap_buffer.ter( tripoint_abs_omt( pt ) );
756 sight_points -= static_cast<int>( ter->get_see_cost() );
757 if( sight_points < 0 ) {
758 return false;
759 }
760 }
761 return true;
762}
constexpr auto & x()
Definition: coordinates.h:118
constexpr Point & raw()
Definition: coordinates.h:111
constexpr auto & y()
Definition: coordinates.h:124
constexpr auto xy() const
Definition: coordinates.h:130
std::vector< coords::coord_point< Point, Origin, Scale > > line_to(const coords::coord_point< Point, Origin, Scale > &loc1, const coords::coord_point< Point, Origin, Scale > &loc2)
Definition: coordinates.h:548
constexpr scale omt
Definition: coordinates.h:32
unsigned char get_see_cost() const
Definition: omdata.h:329

References oter_t::get_see_cost(), global_omt_location(), line(), line_to(), coords::omt, overmap_buffer, coords::coord_point< Point, Origin, Scale >::raw(), overmapbuffer::ter(), coords::coord_point< Point, Origin, Scale >::x(), coords::coord_point< Point, Origin, Scale >::xy(), and coords::coord_point< Point, Origin, Scale >::y().

Referenced by overmap_ui::draw_ascii(), and overmap_ui::draw_om_sidebar().

◆ overmap_sight_range()

int Character::overmap_sight_range ( int  light_level) const

Returns the distance the player can see on the overmap.

Definition at line 764 of file character.cpp.

765{
766 int sight = sight_range( light_level );
767 if( sight < SEEX ) {
768 return 0;
769 }
770 if( sight <= SEEX * 4 ) {
771 return ( sight / ( SEEX / 2 ) );
772 }
773
774 sight = 6;
775 // The higher your perception, the farther you can see.
776 sight += static_cast<int>( get_per() / 2 );
777 // The higher up you are, the farther you can see.
778 sight += std::max( 0, posz() ) * 2;
779 // Mutations like Scout and Topographagnosia affect how far you can see.
780 sight += mutation_value( "overmap_sight" );
781
782 float multiplier = mutation_value( "overmap_multiplier" );
783 // Binoculars double your sight range.
784 const bool has_optic = ( has_item_with_flag( "ZOOM" ) || has_bionic( bio_eye_optic ) ||
785 ( is_mounted() &&
786 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) );
787 if( has_optic ) {
788 multiplier += 1;
789 }
790
791 sight = std::round( sight * multiplier );
792 return std::max( sight, 3 );
793}
static const bionic_id bio_eye_optic("bio_eye_optic")
int posz() const override
Definition: character.h:844
int sight_range(int light_level) const override
Returns the player's sight range.
Definition: character.cpp:712
static constexpr int SEEX
@ MF_MECH_RECON_VISION
Definition: mtype.h:117

References bio_eye_optic, get_per(), has_bionic(), has_item_with_flag(), is_mounted(), MF_MECH_RECON_VISION, mounted_creature, mutation_value(), posz(), SEEX, and sight_range().

Referenced by overmap_ui::draw_ascii(), overmap_ui::draw_om_sidebar(), and game::update_overmap_seen().

◆ passive_absorb_hit()

void Character::passive_absorb_hit ( const bodypart_id bp,
damage_unit du 
) const

Check for relevant passive, non-clothing that can absorb damage, and reduce by specified damage unit.

Only flat bonuses are checked here. Multiplicative ones are checked in player::absorb_hit. The damage amount will never be reduced to less than 0. This is called from player::absorb_hit

Definition at line 8023 of file character.cpp.

8024{
8025 // >0 check because some mutations provide negative armor
8026 // Thin skin check goes before subdermal armor plates because SUBdermal
8027 if( du.amount > 0.0f ) {
8028 // HACK: Get rid of this as soon as CUT and STAB are split
8029 if( du.type == DT_STAB ) {
8030 damage_unit du_copy = du;
8031 du_copy.type = DT_CUT;
8032 du.amount -= mutation_armor( bp, du_copy );
8033 } else {
8034 du.amount -= mutation_armor( bp, du );
8035 }
8036 }
8037 du.amount -= bionic_armor_bonus( bp, du.type ); //Check for passive armor bionics
8038 du.amount -= mabuff_armor_bonus( du.type );
8039 du.amount = std::max( 0.0f, du.amount );
8040}
int mabuff_armor_bonus(damage_type type) const
Returns the armor bonus against given type from martial arts buffs.
float bionic_armor_bonus(const bodypart_id &bp, damage_type dt) const
Check for passive bionics that provide armor, and returns the armor bonus This is called from player:...
Definition: character.cpp:8335

References damage_unit::amount, bionic_armor_bonus(), DT_CUT, DT_STAB, mabuff_armor_bonus(), mutation_armor(), and damage_unit::type.

Referenced by absorb_hit(), and player::immune_to().

◆ passive_power_gen()

void Character::passive_power_gen ( int  b)

Passively produce power from PERPETUAL fuel.

Definition at line 1311 of file bionics.cpp.

1312{
1313 const bionic &bio = ( *my_bionics )[b];
1314 const float passive_fuel_efficiency = bio.info().passive_fuel_efficiency;
1315 if( bio.info().fuel_opts.empty() || bio.is_this_fuel_powered( fuel_type_muscle ) ||
1316 passive_fuel_efficiency == 0.0 ) {
1317 return;
1318 }
1319 const float effective_passive_efficiency = get_effective_efficiency( b, passive_fuel_efficiency );
1320 const std::vector<itype_id> &fuel_available = get_fuel_available( bio.id );
1321
1322 for( const itype_id &fuel : fuel_available ) {
1323 const item &tmp_fuel = item( fuel );
1324 const int fuel_energy = tmp_fuel.fuel_energy();
1325 if( !tmp_fuel.has_flag( flag_PERPETUAL ) ) {
1326 continue;
1327 }
1328
1329 if( fuel == fuel_type_sun_light ) {
1330 const double modifier = g->natural_light_level( pos().z ) / default_daylight_level();
1331 mod_power_level( units::from_kilojoule( fuel_energy ) * modifier * effective_passive_efficiency );
1332 } else if( fuel == fuel_type_wind ) {
1333 int vehwindspeed = 0;
1334 const optional_vpart_position vp = g->m.veh_at( pos() );
1335 if( vp ) {
1336 // vehicle velocity in mph
1337 vehwindspeed = std::abs( vp->vehicle().velocity / 100 );
1338 }
1340 const double windpower = get_local_windpower( weather.windspeed + vehwindspeed,
1341 overmap_buffer.ter( global_omt_location() ), pos(), weather.winddirection,
1342 g->is_sheltered( pos() ) );
1343 mod_power_level( units::from_kilojoule( fuel_energy ) * windpower * effective_passive_efficiency );
1344 } else {
1345 mod_power_level( units::from_kilojoule( fuel_energy ) * effective_passive_efficiency );
1346 }
1347
1348 heat_emission( b, fuel_energy );
1349 if( bio.info().power_gen_emission ) {
1350 g->m.emit_field( pos(), bio.info().power_gen_emission );
1351 }
1352 }
1353}
float passive_fuel_efficiency
Fraction of fuel energy passively converted to bionic power.
Definition: bionics.h:69

References b, default_daylight_level(), flag_PERPETUAL(), units::from_kilojoule(), item::fuel_energy(), bionic_data::fuel_opts, fuel_type_muscle, fuel_type_sun_light, fuel_type_wind, g, get_effective_efficiency(), get_fuel_available(), get_local_windpower(), get_weather(), global_omt_location(), item::has_flag(), heat_emission(), bionic::id, bionic::info(), bionic::is_this_fuel_powered(), mod_power_level(), overmap_buffer, bionic_data::passive_fuel_efficiency, pos(), bionic_data::power_gen_emission, and overmapbuffer::ter().

Referenced by process_bionic().

◆ perform_install()

void Character::perform_install ( bionic_id  bid,
bionic_id  upbid,
int  difficulty,
int  success,
int  pl_skill,
const std::string &  installer_name,
const std::vector< trait_id > &  trait_to_rem 
)

Success or failure of installation happens here.

Definition at line 2317 of file bionics.cpp.

2320{
2321
2322 g->events().send<event_type::installs_cbm>( getID(), bid );
2323 if( upbid != bionic_id( "" ) ) {
2324 remove_bionic( upbid );
2325 //~ %1$s - name of the bionic to be upgraded (inferior), %2$s - name of the upgraded bionic (superior).
2326 add_msg( m_good, _( "Upgraded %1$s to %2$s." ),
2327 upbid.obj().name, bid.obj().name );
2328 } else {
2329 //~ %s - name of the bionic.
2330 add_msg( m_good, _( "Installed %s." ), bid.obj().name );
2331 }
2332
2333 add_bionic( bid );
2334
2335 if( !trait_to_rem.empty() ) {
2336 for( const trait_id &tid : trait_to_rem ) {
2337 if( has_trait( tid ) ) {
2338 remove_mutation( tid );
2339 }
2340 }
2341 }
2342 if( success <= 0 ) {
2343 g->events().send<event_type::fails_to_install_cbm>( getID(), bid );
2344
2345 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2346 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2347 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2348 ( 10.0 ) );
2349 bionics_install_failure( installer_name, difficulty, success, adjusted_skill );
2350 }
2351 g->m.invalidate_map_cache( g->get_levz() );
2352}
void remove_bionic(const bionic_id &b)
Removes a bionic from my_bionics[].
Definition: bionics.cpp:2580
void bionics_install_failure(const std::string &installer, int difficulty, int success, float adjusted_skill)
Definition: bionics.cpp:2394
@ fails_to_install_cbm

References _, add_bionic(), add_msg(), bionic_id, bionics_install_failure(), fails_to_install_cbm, g, getID(), has_trait(), installs_cbm, m_good, bionic_data::name, string_id< T >::obj(), remove_bionic(), remove_mutation(), and behavior::success.

Referenced by install_bionics(), and activity_handlers::operation_do_turn().

◆ perform_special_attacks()

void Character::perform_special_attacks ( Creature t,
dealt_damage_instance dealt_dam 
)

Performs special attacks and their effects (poisonous, stinger, etc.)

Definition at line 1737 of file melee.cpp.

1738{
1739 std::vector<special_attack> special_attacks = mutation_attacks( t );
1740
1741 bool practiced = false;
1742 for( const auto &att : special_attacks ) {
1743 if( t.is_dead_state() ) {
1744 break;
1745 }
1746
1747 // TODO: Make this hit roll use unarmed skill, not weapon skill + weapon to_hit
1748 int hit_spread = t.deal_melee_attack( this, hit_roll() * 0.8 );
1749 if( hit_spread >= 0 ) {
1750 t.deal_melee_hit( this, hit_spread, false, att.damage, dealt_dam );
1751 if( !practiced ) {
1752 // Practice unarmed, at most once per combo
1753 practiced = true;
1754 as_player()->practice( skill_unarmed, rng( 0, 10 ) );
1755 }
1756 }
1757 int dam = dealt_dam.total_damage();
1758 if( dam > 0 ) {
1759 player_hit_message( this, att.text, t, dam );
1760 }
1761 }
1762}
std::vector< special_attack > mutation_attacks(Creature &t) const
Returns a vector of valid mutation attacks.
Definition: melee.cpp:1906

References Creature::as_player(), Creature::deal_melee_attack(), Creature::deal_melee_hit(), hit_roll(), Creature::is_dead_state(), mutation_attacks(), player_hit_message(), player::practice(), rng(), skill_unarmed, and dealt_damage_instance::total_damage().

Referenced by melee_attack().

◆ perform_technique()

void Character::perform_technique ( const ma_technique technique,
Creature t,
damage_instance di,
int &  move_cost 
)
Intelligence slightly increases chance to learn techniques when using CQB bionic

Definition at line 1337 of file melee.cpp.

1339{
1340 add_msg( m_debug, "dmg before tec:" );
1341 print_damage_info( di );
1342
1343 for( damage_unit &du : di.damage_units ) {
1344 // TODO: Allow techniques to add more damage types to attacks
1345 if( du.amount <= 0 ) {
1346 continue;
1347 }
1348
1349 du.amount += technique.damage_bonus( *this, du.type );
1350 du.damage_multiplier *= technique.damage_multiplier( *this, du.type );
1351 du.res_pen += technique.armor_penetration( *this, du.type );
1352 }
1353
1354 add_msg( m_debug, "dmg after tec:" );
1355 print_damage_info( di );
1356
1357 move_cost *= technique.move_cost_multiplier( *this );
1358 move_cost += technique.move_cost_penalty( *this );
1359
1360 if( technique.down_dur > 0 ) {
1361 t.add_effect( effect_downed, rng( 1_turns, time_duration::from_turns( technique.down_dur ) ) );
1363 if( bash.amount > 0 ) {
1364 bash.amount += 3;
1365 }
1366 }
1367
1368 if( technique.side_switch ) {
1369 const tripoint b = t.pos();
1370 int newx;
1371 int newy;
1372
1373 if( b.x > posx() ) {
1374 newx = posx() - 1;
1375 } else if( b.x < posx() ) {
1376 newx = posx() + 1;
1377 } else {
1378 newx = b.x;
1379 }
1380
1381 if( b.y > posy() ) {
1382 newy = posy() - 1;
1383 } else if( b.y < posy() ) {
1384 newy = posy() + 1;
1385 } else {
1386 newy = b.y;
1387 }
1388
1389 const tripoint &dest = tripoint( newx, newy, b.z );
1390 if( g->is_empty( dest ) ) {
1391 t.setpos( dest );
1392 }
1393 }
1394
1395 if( technique.stun_dur > 0 && !technique.powerful_knockback ) {
1396 t.add_effect( effect_stunned, rng( 1_turns, time_duration::from_turns( technique.stun_dur ) ) );
1397 }
1398
1399 if( technique.knockback_dist ) {
1400 const tripoint prev_pos = t.pos(); // track target startpoint for knockback_follow
1401 const int kb_offset_x = rng( -technique.knockback_spread, technique.knockback_spread );
1402 const int kb_offset_y = rng( -technique.knockback_spread, technique.knockback_spread );
1403 tripoint kb_point( posx() + kb_offset_x, posy() + kb_offset_y, posz() );
1404 for( int dist = rng( 1, technique.knockback_dist ); dist > 0; dist-- ) {
1405 t.knock_back_from( kb_point );
1406 }
1407 // This technique makes the player follow into the tile the target was knocked from
1408 if( technique.knockback_follow ) {
1409 const optional_vpart_position vp0 = g->m.veh_at( pos() );
1410 vehicle *const veh0 = veh_pointer_or_null( vp0 );
1411 bool to_swimmable = g->m.has_flag( "SWIMMABLE", prev_pos );
1412 bool to_deepwater = g->m.has_flag( TFLAG_DEEP_WATER, prev_pos );
1413
1414 // Check if it's possible to move to the new tile
1415 bool move_issue =
1416 g->is_dangerous_tile( prev_pos ) || // Tile contains fire, etc
1417 ( to_swimmable && to_deepwater ) || // Dive into deep water
1418 is_mounted() ||
1419 ( veh0 != nullptr && std::abs( veh0->velocity ) > 100 ) || // Diving from moving vehicle
1420 ( veh0 != nullptr && veh0->player_in_control( g->u ) ) || // Player is driving
1422
1423 if( !move_issue ) {
1424 if( t.pos() != prev_pos ) {
1425 g->place_player( prev_pos );
1426 g->on_move_effects();
1427 }
1428 }
1429 }
1430 }
1431
1432 player *p = dynamic_cast<player *>( &t );
1433
1434 if( technique.take_weapon && !has_weapon() && p != nullptr && p->is_armed() ) {
1435 if( p->is_player() ) {
1436 add_msg_if_npc( _( "<npcname> disarms you and takes your weapon!" ) );
1437 } else {
1438 add_msg_player_or_npc( _( "You disarm %s and take their weapon!" ),
1439 _( "<npcname> disarms %s and takes their weapon!" ),
1440 p->name );
1441 }
1442 item it = p->remove_weapon();
1443 wield( it );
1444 }
1445
1446 if( technique.disarms && p != nullptr && p->is_armed() ) {
1447 g->m.add_item_or_charges( p->pos(), p->remove_weapon() );
1448 if( p->is_player() ) {
1449 add_msg_if_npc( _( "<npcname> disarms you!" ) );
1450 } else {
1451 add_msg_player_or_npc( _( "You disarm %s!" ),
1452 _( "<npcname> disarms %s!" ),
1453 p->name );
1454 }
1455 }
1456
1457 //AOE attacks, feel free to skip over this lump
1458 if( !technique.aoe.empty() ) {
1459 // Remember out moves and stamina
1460 // We don't want to consume them for every attack!
1461 const int temp_moves = moves;
1462 const int temp_stamina = get_stamina();
1463
1464 std::vector<Creature *> targets;
1465
1466 valid_aoe_technique( t, technique, targets );
1467
1468 //hit only one valid target (pierce through doesn't spread out)
1469 if( technique.aoe == "impale" ) {
1470 // TODO: what if targets is empty
1471 Creature *const v = random_entry( targets );
1472 targets.clear();
1473 targets.push_back( v );
1474 }
1475
1476 //hit the targets in the lists (all candidates if wide or burst, or just the unlucky sod if deep)
1477 int count_hit = 0;
1478 for( Creature *const c : targets ) {
1479 melee_attack( *c, false );
1480 }
1481
1482 t.add_msg_if_player( m_good, vgettext( "%d enemy hit!", "%d enemies hit!", count_hit ), count_hit );
1483 // Extra attacks are free of charge (otherwise AoE attacks would SUCK)
1484 moves = temp_moves;
1485 set_stamina( temp_stamina );
1486 }
1487
1488 //player has a very small chance, based on their intelligence, to learn a style whilst using the CQB bionic
1489 if( has_active_bionic( bio_cqb ) && !martial_arts_data->knows_selected_style() ) {
1490 /** @EFFECT_INT slightly increases chance to learn techniques when using CQB bionic */
1491 // Enhanced Memory Banks bionic doubles chance to learn martial art
1492 const int bionic_boost = has_active_bionic( bionic_id( bio_memory ) ) ? 2 : 1;
1493 if( one_in( ( 1400 - ( get_int() * 50 ) ) / bionic_boost ) ) {
1494 martial_arts_data->learn_current_style_CQB( is_player() );
1495 }
1496 }
1497}
bool valid_aoe_technique(Creature &t, const ma_technique &technique)
Check if an area-of-effect technique has valid targets.
Definition: melee.cpp:1188
bool has_weapon() const override
virtual void setpos(const tripoint &pos)=0
void knock_back_from(const tripoint &p)
Definition: creature.cpp:1879
int knockback_dist
Definition: martialarts.h:98
std::string aoe
Definition: martialarts.h:101
float armor_penetration(const Character &u, damage_type type) const
float damage_multiplier(const Character &u, damage_type type) const
bool side_switch
Definition: martialarts.h:89
float damage_bonus(const Character &u, damage_type type) const
float move_cost_multiplier(const Character &u) const
float move_cost_penalty(const Character &u) const
bool take_weapon
Definition: martialarts.h:106
bool knockback_follow
Definition: martialarts.h:102
bool powerful_knockback
Definition: martialarts.h:100
float knockback_spread
Definition: martialarts.h:99
Definition: player.h:99
bool player_in_control(const Character &p) const
Definition: vehicle.cpp:277
int velocity
Definition: vehicle.h:1861
@ TFLAG_DEEP_WATER
Definition: mapdata.h:301
static const efftype_id effect_downed("downed")
static const bionic_id bio_memory("bio_memory")
static void print_damage_info(const damage_instance &di)
Definition: melee.cpp:1320
static damage_unit & get_damage_unit(std::vector< damage_unit > &di, const damage_type dt)
Definition: melee.cpp:1308
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_amigara("amigara")
void bash(const spell &sp, Creature &caster, const tripoint &target)
float damage_multiplier
Definition: damage.h:40
float res_pen
Definition: damage.h:38
vehicle * veh_pointer_or_null(const optional_vpart_position &p)

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), damage_unit::amount, ma_technique::aoe, ma_technique::armor_penetration(), b, spell_effect::bash(), bio_cqb, bio_memory, bionic_id, c, ma_technique::damage_bonus(), damage_unit::damage_multiplier, ma_technique::damage_multiplier(), damage_instance::damage_units, ma_technique::disarms, ma_technique::down_dur, DT_BASH, effect_amigara, effect_downed, effect_stunned, time_duration::from_turns(), g, get_damage_unit(), get_int(), get_stamina(), has_active_bionic(), Creature::has_effect(), has_weapon(), is_armed(), is_mounted(), Creature::is_player(), player::is_player(), Creature::knock_back_from(), ma_technique::knockback_dist, ma_technique::knockback_follow, ma_technique::knockback_spread, m_debug, m_good, martial_arts_data, melee_attack(), move_cost(), ma_technique::move_cost_multiplier(), ma_technique::move_cost_penalty(), Creature::moves, name, one_in(), vehicle::player_in_control(), Creature::pos(), pos(), posx(), posy(), posz(), ma_technique::powerful_knockback, print_damage_info(), random_entry(), remove_weapon(), damage_unit::res_pen, rng(), set_stamina(), Creature::setpos(), ma_technique::side_switch, ma_technique::stun_dur, ma_technique::take_weapon, TFLAG_DEEP_WATER, damage_unit::type, valid_aoe_technique(), veh_pointer_or_null(), vehicle::velocity, vgettext(), and wield().

Referenced by melee_attack().

◆ perform_uninstall()

void Character::perform_uninstall ( bionic_id  bid,
int  difficulty,
int  success,
const units::energy power_lvl,
int  pl_skill 
)

Succes or failure of removal happens here.

Definition at line 2051 of file bionics.cpp.

2053{
2054 if( success > 0 ) {
2055 g->events().send<event_type::removes_cbm>( getID(), bid );
2056
2057 // until bionics can be flagged as non-removable
2058 add_msg_player_or_npc( m_neutral, _( "Your parts are jiggled back into their familiar places." ),
2059 _( "<npcname>'s parts are jiggled back into their familiar places." ) );
2060 add_msg( m_good, _( "Successfully removed %s." ), bid.obj().name );
2061 remove_bionic( bid );
2062
2063 // remove power bank provided by bionic
2064 mod_max_power_level( -power_lvl );
2065
2067 if( bid->itype().is_valid() ) {
2068 cbm = item( bid.c_str() );
2069 }
2070 cbm.set_flag( flag_NO_STERILE );
2071 cbm.set_flag( flag_NO_PACKED );
2072 g->m.add_item( pos(), cbm );
2073 } else {
2074 g->events().send<event_type::fails_to_remove_cbm>( getID(), bid );
2075 // for chance_of_success calculation, shift skill down to a float between ~0.4 - 30
2076 float adjusted_skill = static_cast<float>( pl_skill ) - std::min( static_cast<float>( 40 ),
2077 static_cast<float>( pl_skill ) - static_cast<float>( pl_skill ) / static_cast<float>
2078 ( 10.0 ) );
2079 bionics_uninstall_failure( difficulty, success, adjusted_skill );
2080
2081 }
2082 g->m.invalidate_map_cache( g->get_levz() );
2083}
static const std::string flag_NO_STERILE("NO_STERILE")
static const std::string flag_NO_PACKED("NO_PACKED")
static const itype_id itype_burnt_out_bionic("burnt_out_bionic")
void bionics_uninstall_failure(int difficulty, int success, float adjusted_skill)
When a player fails the surgery.
Definition: bionics.cpp:1731
@ fails_to_remove_cbm

References _, add_msg(), Creature::add_msg_player_or_npc(), bionics_uninstall_failure(), string_id< T >::c_str(), fails_to_remove_cbm, flag_NO_PACKED(), flag_NO_STERILE(), g, getID(), string_id< T >::is_valid(), bionic_data::itype(), itype_burnt_out_bionic, m_good, m_neutral, mod_max_power_level(), bionic_data::name, string_id< T >::obj(), pos(), remove_bionic(), removes_cbm, item::set_flag(), and behavior::success.

Referenced by activity_handlers::operation_do_turn(), and uninstall_bionic().

◆ pick_name()

void Character::pick_name ( bool  bUseDefault = false)

Returns a random name from NAMES_*.

Definition at line 128 of file newcharacter.cpp.

129{
130 if( bUseDefault && !get_option<std::string>( "DEF_CHAR_NAME" ).empty() ) {
131 name = get_option<std::string>( "DEF_CHAR_NAME" );
132 } else {
134 }
135}
std::string generate(bool is_male)
Return a random full name given gender.
Definition: name.cpp:128

References Name::generate(), male, and name.

Referenced by avatar::randomize(), npc::randomize(), and set_description().

◆ pick_technique()

matec_id Character::pick_technique ( Creature t,
const item weap,
bool  crit,
bool  dodge_counter,
bool  block_counter 
)

Returns a random valid technique.

Definition at line 1085 of file melee.cpp.

1087{
1088
1089 const std::vector<matec_id> all = martial_arts_data->get_all_techniques( weap );
1090
1091 std::vector<matec_id> possible;
1092
1093 bool downed = t.has_effect( effect_downed );
1094 bool stunned = t.has_effect( effect_stunned );
1095 bool wall_adjacent = g->m.is_wall_adjacent( pos() );
1096
1097 // first add non-aoe tecs
1098 for( const matec_id &tec_id : all ) {
1099 const ma_technique &tec = tec_id.obj();
1100
1101 // ignore "dummy" techniques like WBLOCK_1
1102 if( tec.dummy ) {
1103 continue;
1104 }
1105
1106 // skip defensive techniques
1107 if( tec.defensive ) {
1108 continue;
1109 }
1110
1111 // skip wall adjacent techniques if not next to a wall
1112 if( tec.wall_adjacent && !wall_adjacent ) {
1113 continue;
1114 }
1115
1116 // skip dodge counter techniques
1117 if( dodge_counter != tec.dodge_counter ) {
1118 continue;
1119 }
1120
1121 // skip block counter techniques
1122 if( block_counter != tec.block_counter ) {
1123 continue;
1124 }
1125
1126 // if critical then select only from critical tecs
1127 // but allow the technique if its crit ok
1128 if( !tec.crit_ok && ( crit != tec.crit_tec ) ) {
1129 continue;
1130 }
1131
1132 // don't apply downing techniques to someone who's already downed
1133 if( downed && tec.down_dur > 0 ) {
1134 continue;
1135 }
1136
1137 // don't apply "downed only" techniques to someone who's not downed
1138 if( !downed && tec.downed_target ) {
1139 continue;
1140 }
1141
1142 // don't apply "stunned only" techniques to someone who's not stunned
1143 if( !stunned && tec.stunned_target ) {
1144 continue;
1145 }
1146
1147 // don't apply disarming techniques to someone without a weapon
1148 // TODO: these are the stat requirements for tec_disarm
1149 // dice( dex_cur + get_skill_level("unarmed"), 8) >
1150 // dice(p->dex_cur + p->get_skill_level("melee"), 10))
1151 if( tec.disarms && !t.has_weapon() ) {
1152 continue;
1153 }
1154
1155 if( ( tec.take_weapon && ( has_weapon() || !t.has_weapon() ) ) ) {
1156 continue;
1157 }
1158
1159 // Don't apply humanoid-only techniques to non-humanoids
1160 if( tec.human_target && !t.in_species( HUMAN ) ) {
1161 continue;
1162 }
1163 // if aoe, check if there are valid targets
1164 if( !tec.aoe.empty() && !valid_aoe_technique( t, tec ) ) {
1165 continue;
1166 }
1167
1168 // If we have negative weighting then roll to see if it's valid this time
1169 if( tec.weighting < 0 && !one_in( std::abs( tec.weighting ) ) ) {
1170 continue;
1171 }
1172
1173 if( tec.is_valid_character( *this ) ) {
1174 possible.push_back( tec.id );
1175
1176 //add weighted options into the list extra times, to increase their chance of being selected
1177 if( tec.weighting > 1 ) {
1178 for( int i = 1; i < tec.weighting; i++ ) {
1179 possible.push_back( tec.id );
1180 }
1181 }
1182 }
1183 }
1184
1185 return random_entry( possible, tec_none );
1186}
virtual bool in_species(const species_id &) const
Definition: creature.cpp:959
virtual bool has_weapon() const =0
bool stunned_target
Definition: martialarts.h:117
bool defensive
Definition: martialarts.h:88
bool human_target
Definition: martialarts.h:119
bool block_counter
Definition: martialarts.h:108
bool wall_adjacent
Definition: martialarts.h:118
bool dodge_counter
Definition: martialarts.h:107
bool downed_target
Definition: martialarts.h:116
static const species_id HUMAN("HUMAN")
const std::array< type, 4 > all
For the purposes of iteration.
Definition: omdata.h:61

References om_direction::all, ma_technique::aoe, ma_technique::block_counter, ma_technique::crit_ok, ma_technique::crit_tec, ma_technique::defensive, ma_technique::disarms, ma_technique::dodge_counter, ma_technique::down_dur, ma_technique::downed_target, ma_technique::dummy, effect_downed, effect_stunned, g, Creature::has_effect(), Creature::has_weapon(), has_weapon(), HUMAN, ma_technique::human_target, ma_technique::id, Creature::in_species(), ma_technique::is_valid_character(), martial_arts_data, one_in(), pos(), random_entry(), ma_technique::stunned_target, ma_technique::take_weapon, tec_none, valid_aoe_technique(), ma_technique::wall_adjacent, and ma_technique::weighting.

Referenced by block_hit(), melee_attack(), and player::on_dodge().

◆ place_corpse() [1/2]

void Character::place_corpse ( )

Definition at line 10094 of file character.cpp.

10095{
10096 //If the character/NPC is on a distant mission, don't drop their their gear when they die since they still have a local pos
10097 if( !death_drops ) {
10098 return;
10099 }
10100 std::vector<item *> tmp = inv_dump();
10102 for( auto itm : tmp ) {
10103 g->m.add_item_or_charges( pos(), *itm );
10104 }
10105 for( const bionic &bio : *my_bionics ) {
10106 if( bio.info().itype().is_valid() ) {
10107 item cbm( bio.id.str(), calendar::turn );
10108 cbm.set_flag( "NO_STERILE" );
10109 cbm.set_flag( "NO_PACKED" );
10110 body.components.push_back( cbm );
10111 }
10112 }
10113
10114 // Restore amount of installed pseudo-modules of Power Storage Units
10115 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10116 for( int i = 0; i < storage_modules.first; ++i ) {
10118 cbm.set_flag( "NO_STERILE" );
10119 cbm.set_flag( "NO_PACKED" );
10120 body.components.push_back( cbm );
10121 }
10122 for( int i = 0; i < storage_modules.second; ++i ) {
10124 cbm.set_flag( "NO_STERILE" );
10125 cbm.set_flag( "NO_PACKED" );
10126 body.components.push_back( cbm );
10127 }
10128 g->m.add_item_or_charges( pos(), body );
10129}
static const itype_id itype_power_storage("bio_power_storage")
static const itype_id itype_power_storage_mkII("bio_power_storage_mkII")
bool death_drops
Definition: character.h:283
std::pair< int, int > amount_of_storage_bionics() const
Returns amount of Storage CBMs in the corpse.
Definition: bionics.cpp:2622
std::map< bodypart_str_id, bodypart > body
this is the actual body of the creature
Definition: creature.h:493
static item make_corpse(const mtype_id &mt=string_id< mtype >::NULL_ID(), time_point turn=calendar::turn, const std::string &name="", int upgrade_time=-1)
Make a corpse of the given monster type.
Definition: item.cpp:504

References amount_of_storage_bionics(), Creature::body, death_drops, g, inv_dump(), itype_power_storage, itype_power_storage_mkII, item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), pos(), item::set_flag(), and calendar::turn.

Referenced by npc::die(), game::handle_action(), and game::is_game_over().

◆ place_corpse() [2/2]

void Character::place_corpse ( const tripoint_abs_omt om_target)

Definition at line 10131 of file character.cpp.

10132{
10133 tinymap bay;
10134 bay.load( project_to<coords::sm>( om_target ), false );
10135 point fin{ rng( 1, SEEX * 2 - 2 ), rng( 1, SEEX * 2 - 2 ) };
10136 // This makes no sense at all. It may find a random tile without furniture, but
10137 // if the first try to find one fails, it will go through all tiles of the map
10138 // and essentially select the last one that has no furniture.
10139 // Q: Why check for furniture? (Check for passable or can-place-items seems more useful.)
10140 // Q: Why not grep a random point out of all the possible points (e.g. via random_entry)?
10141 // Q: Why use furn_str_id instead of f_null?
10142 // TODO: fix it, see above.
10143 if( bay.furn( fin ) != furn_str_id( "f_null" ) ) {
10144 for( const tripoint &p : bay.points_on_zlevel() ) {
10145 if( bay.furn( p ) == furn_str_id( "f_null" ) ) {
10146 fin.x = p.x;
10147 fin.y = p.y;
10148 }
10149 }
10150 }
10151
10152 std::vector<item *> tmp = inv_dump();
10154 for( auto itm : tmp ) {
10155 bay.add_item_or_charges( fin, *itm );
10156 }
10157 for( const bionic &bio : *my_bionics ) {
10158 if( bio.info().itype().is_valid() ) {
10159 body.put_in( item( bio.info().itype(), calendar::turn ) );
10160 }
10161 }
10162
10163 // Restore amount of installed pseudo-modules of Power Storage Units
10164 std::pair<int, int> storage_modules = amount_of_storage_bionics();
10165 for( int i = 0; i < storage_modules.first; ++i ) {
10166 body.put_in( item( "bio_power_storage" ) );
10167 }
10168 for( int i = 0; i < storage_modules.second; ++i ) {
10169 body.put_in( item( "bio_power_storage_mkII" ) );
10170 }
10171 bay.add_item_or_charges( fin, body );
10172}
item & add_item_or_charges(const tripoint &pos, item obj, bool overflow=true)
Adds an item to map tile or stacks charges.
Definition: map.cpp:4222
tripoint_range< tripoint > points_on_zlevel() const
Yields a range of all points that are contained in the map and have the z-level of this map (abs_sub)...
Definition: map.cpp:8411
void load(const tripoint &w, bool update_vehicles)
Load submaps into grid.
Definition: map.cpp:6508
furn_id furn(const tripoint &p) const
Definition: map.cpp:1359
Definition: map.h:2067

References map::add_item_or_charges(), amount_of_storage_bionics(), Creature::body, map::furn(), inv_dump(), map::load(), item::make_corpse(), my_bionics, name, string_id< mtype >::NULL_ID(), map::points_on_zlevel(), rng(), SEEX, and calendar::turn.

◆ pos()

const tripoint & Character::pos ( ) const
overridevirtual

Implements Creature.

Definition at line 707 of file character.cpp.

708{
709 return position;
710}

References position.

Referenced by absorb_hit(), iuse::acidbomb_act(), activate_bionic(), npc::activate_item(), activate_mutation(), enchantment::activate_passive(), activity_on_turn_move_loot(), map::add_field(), add_known_trap(), inventory_selector::add_nearby_items(), npc::address_player(), adjacent_tile(), npc::alt_attack(), map::apply_character_light(), apply_persistent_morale(), iuse::artifact(), npc::assess_danger(), assign_activity(), activity_handlers::atm_do_turn(), Creature::auto_find_hostile_target(), game::autopilot_vehicles(), npc::avoid_friendly_fire(), player::avoid_trap(), base_comfort_value(), iuse::bell(), best_nearby_lifting_assist(), mattack::bio_op_disarm(), blossoms(), iuse::boltcutters(), burn_fuel(), iuse::burrow(), game::butcher(), activity_handlers::butcher_finish(), butchery_drops_harvest(), butchery_quarter(), set_transformed_iuse::bypass(), iuse::cable_attach(), calc_needs_rates(), calculate_aim_cap(), calculate_dispersion(), iuse::call_of_tindalos(), iuse::camera(), player::can_continue_craft(), can_examine_at(), can_hear(), can_mount(), npc::can_move_to(), player::can_sleep(), iuse_transform::can_use(), firestarter_actor::can_use(), iuse::capture_monster_act(), iexamine::cardreader_foodplace(), enchantment::cast_enchantment_spell(), iexamine::chainfence(), debug_menu::character_edit_menu(), game::chat(), check_art_charge_req(), player::check_eligible_containers_for_crafting(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), check_outbounds_activity(), iuse::chop_tree(), avatar::clear_memorized_tile(), doors::close_door(), game_menus::inv::compare(), complete_construction(), veh_interact::complete_vehicle(), consider_butchery(), consume_charges(), consume_effects(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), game::control_vehicle(), cough(), npc::could_move_onto(), player::craft_consume_tools(), crafting_inventory(), craft_command::create_in_progress_craft(), game::create_starting_npcs(), map::creature_in_field(), game::critter_at(), iuse::crowbar(), iexamine::curtains(), iuse::cut_log_into_planks(), salvage_actor::cut_up(), deactivate_bionic(), deal_damage(), debug_menu::debug(), defer_move(), item_location::impl::item_on_map::describe(), item_location::impl::item_on_vehicle::describe(), vehicle::deserialize(), trap::detect_trap(), npc::die(), iuse::dig(), iuse::dig_channel(), iuse::directional_antenna(), player::disarm(), player::disassemble_all(), player::disp_info(), game::disp_NPCs(), game::display_scent(), npc::dispose_item(), npc::do_npc_read(), npc::do_pulp(), avatar::do_read(), npc::do_reload(), game::do_turn(), drop_activity_actor::do_turn(), stash_activity_actor::do_turn(), move_items_activity_actor::do_turn(), pickup_activity_actor::do_turn(), iexamine::door_peephole(), game::draw(), draw_bionics_titlebar(), draw_cone_aoe_curses(), draw_env_compact(), draw_health_classic(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), game::draw_look_around_cursor(), draw_speed_tab(), game::draw_ter(), target_ui::draw_terrain_overlay(), draw_throw_aim(), draw_time_classic(), game::draw_trail_to_square(), draw_veh_compact(), draw_veh_padding(), game::drop(), drop(), drop_invalid_inventory(), npc::drop_items(), talk_function::drop_weapon(), player::eat(), avatar_action::eat_here(), eff_fun_fungus(), eff_fun_hallu(), iuse::einktabletpc(), iexamine::elevator(), emit_radio_signal(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), env_surgery_bonus(), game::examine(), craft_command::execute(), npc::execute_action(), extract_or_wreck_cbms(), npc::faction_display(), iuse::fill_pit(), find_ammo(), find_auto_consume(), find_best_bench(), npc::find_corpse_to_pulp(), npc::find_dangerous_explosives(), npc::find_item(), activity_handlers::find_mount_do_turn(), game::find_nearby_items(), game::find_or_make_stairs(), find_remote_fuel(), player::fine_detail_vision_mod(), hacking_activity_actor::finish(), npc::finish_read(), fire(), player::fire_gun(), iuse::fishing_rod(), game::fling_creature(), floor_bedding_warmth(), floor_item_warmth(), floor_warmth(), iexamine::flower_marloss(), iexamine::flower_poppy(), activity_handlers::forage_finish(), forced_dismount(), fungal_effects::fungalize(), iuse::fungicide(), mattack::fungus_sprout(), iexamine::fvat_full(), activity_handlers::game_do_turn(), iuse::gasmask(), iexamine::gaspump(), iuse::geiger(), generic_multi_activity_check_requirement(), generic_multi_activity_handler(), generic_multi_activity_locations(), avatar::get_book_reader(), player::get_crafting_helpers(), game::get_dangerous_tile(), activatable_inventory_preset::get_denial(), get_dodge(), player::get_eligible_containers_for_crafting(), get_heat_radiation(), get_hostile_creatures(), get_item_location(), avatar::get_memorized_tile(), get_next_auto_move_direction(), overmap_ui::get_overmap_path_to(), npc::get_path_avoid(), get_patient(), get_temp(), game::get_veh_dir_indicator_location(), get_visible_creatures(), player::get_weapon_dispersion(), talk_function::give_all_aid(), npc::go_to_omt_destination(), npc::good_escape_direction(), grab(), mattack::grab_drag(), game::grabbed_furn_move(), game::grabbed_veh_move(), npc::guard_current_pos(), iuse::gun_repair(), ranged::gunmode_checks_common(), ranged::gunmode_checks_weapon(), iuse::hacksaw(), activity_handlers::hacksaw_finish(), iuse::hammer(), handbrake(), game::handle_action(), target_ui::handle_cursor_movement(), handle_harvest(), handle_melee_wear(), vehicle::handle_potential_theft(), npc::handle_sound(), vehicle::handle_trap(), player::hardcoded_effects(), has_alarm_clock(), has_fire(), has_neighbor(), has_watch(), haul(), npc::heal_player(), npc::heal_self(), heat_emission(), iuse::honeycomb(), i_add_or_drop(), i_rem(), i_rem_keep_contents(), player::impact(), in_climate_control(), npc_trading::init_buying(), iexamine::intercom(), game::inventory_item_menu(), invoke_item(), npc::is_active(), enchantment::is_active(), place_trap_actor::is_allowed(), is_deaf(), is_driving(), monster::is_fleeing(), game::is_game_over(), game::is_in_viewport(), is_snuggling(), is_solid_neighbor(), ma_requirements::is_valid_character(), is_visible_in_range(), iuse::jackhammer(), player::knock_back_to(), game::knockback(), knows_trap(), firestarter_actor::light_mod(), game::list_items(), game::list_monsters(), monster::load(), vehicle_prototype::load(), game::load(), avatar::load_map_memory(), aim_activity_actor::load_RAS_weapon(), activity_handlers::lockpicking_finish(), activity_handlers::longsalvage_finish(), game::look_around(), npc::look_for_player(), loot(), iuse::lumber(), make_gun_sound_effect(), activity_handlers::make_zlave_finish(), iuse::makemound(), item_action_generator::map_actions_to_items(), marloss_common(), melee_attack(), melee_special_effects(), avatar::memorize_symbol(), avatar::memorize_tile(), npc::method_of_attack(), mill_activate(), target_handler::mode_turrets(), modify_morale(), game::mon_info_update(), game::monmove(), iuse::mop(), npc::move(), avatar_action::move(), npc::move_away_from(), npc::move_to(), npc::move_to_next(), firestarter_actor::moves_cost_by_fuel(), game::moving_vehicle_dismount(), npc::mug_player(), multicooker_hallu(), mutation_effect(), npc::mutiny(), iuse::mycus(), inventory_selector::naturalize_category(), nearby(), iuse::note_bionics(), npc::npc_dismount(), game::npc_menu(), mattack::nurse_assist(), mattack::nurse_check_up(), mattack::nurse_operate(), item_location::impl::item_on_map::obtain_cost(), item_location::impl::item_on_vehicle::obtain_cost(), player::on_dodge(), npc::on_load(), item::on_pickup(), item::on_takeoff(), item::on_wear(), open(), activity_handlers::operation_do_turn(), activity_handlers::operation_finish(), operator_present(), game::overmap_npc_move(), iuse::oxytorch(), activity_handlers::oxytorch_do_turn(), activity_handlers::oxytorch_finish(), passive_power_gen(), player::pause(), iexamine::pay_gas(), game::peek(), perform_technique(), perform_uninstall(), perform_zone_activity_turn(), game::phasing_move(), debug_menu::pick_character(), pick_plant(), pick_technique(), npc::pick_up_item(), iuse::pickaxe(), game::pickup_feet(), iexamine::pit_covered(), place_and_add_as_known(), place_corpse(), npc::place_on_map(), game::place_player(), start_location::place_player(), game::place_player_overmap(), iuse::play_music(), vehicle::player_in_control(), map::player_in_field(), player_on_couch(), pldrive(), avatar_action::plthrow(), item_location::impl::item_on_person::position(), firestarter_actor::prep_firestarter_use(), npc::pretend_fire(), print_aim(), npc::print_info(), print_items(), game::process_artifact(), process_bionic(), player::process_effects_internal(), player::process_items(), sounds::process_sound_markers(), player::process_turn(), activity_handlers::pry_nails_finish(), iexamine::quern_examine(), query_consume_ownership(), plot_options::query_seed(), avatar_action::ramp_move(), mattack::ranged_pull(), player::reach_attack(), npc::reach_omt_destination(), read(), player::recalc_speed_bonus(), recoil_vehicle(), activity_handlers::reload_finish(), vehicle::remote_controlled(), render_wind(), veh_utils::repair_part(), requirements_map(), firestarter_actor::resolve_firestarter_use(), iuse::robotcontrol(), iuse::robotcontrol_can_target(), rod_fish(), rooted(), rooted_message(), route_adjacent(), target_ui::run(), run_cost(), avatar::save_map_memory(), npc::say(), player::search_surroundings(), npc::see_item_say_smth(), sees(), sees_with_infrared(), vehicle::serialize(), conditional_t< T >::set_is_driving(), set_item_inventory(), avatar::set_movement_mode(), conditional_t< T >::set_npc_role_nearby(), talk_effect_fun_t::set_u_buy_monster(), monster::setpos(), npc::setpos(), activity_handlers::shear_finish(), npc::shift(), shout(), iexamine::shrub_marloss(), sight_range(), sinkhole_safety_roll(), player::sleep_spot(), smash(), smoker_activate(), iexamine::smoker_options(), player::sort_armor(), spawn_animal(), spawn_spores(), activity_handlers::spellcasting_finish(), spores(), standard_npc::standard_npc(), autodrive_activity_actor::start(), activity_handlers::start_fire_do_turn(), game::start_game(), monster::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_radiation(), suffer_from_schizophrenia(), suffer_in_sunlight(), suffer_while_underwater(), game::swap_critters(), avatar_action::swim(), symbol_color(), player::takeoff(), iuse::talking_doll(), iuse::tazer(), player::throw_item(), toolweapon_off(), toolweapon_on(), iuse::tow_attach(), activity_handlers::travel_do_turn(), npc::travel_overmap(), iexamine::tree_hickory(), iexamine::tree_maple_tapped(), iexamine::tree_marloss(), explosion_iuse::trigger_explosion(), try_consume(), try_fuel_fire(), game::try_get_left_click_action(), game::try_get_right_click_action(), try_reject_mutagen(), salvage_actor::try_to_cut_up(), player::try_to_sleep(), iuse::unfold_generic(), uninstall_bionic(), player::unload(), update_bodytemp(), update_needs(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), iuse_transform::use(), countdown_actor::use(), explosion_iuse::use(), unfold_vehicle_iuse::use(), delayed_transform_iuse::use(), set_transform_iuse::use(), set_transformed_iuse::use(), place_monster_iuse::use(), place_npc_iuse::use(), pick_lock_actor::use(), deploy_furn_actor::use(), firestarter_actor::use(), fireweapon_off_actor::use(), fireweapon_on_actor::use(), manualnoise_actor::use(), musical_instrument_actor::use(), holster_actor::use(), heal_actor::use(), place_trap_actor::use(), emit_actor::use(), mutagen_iv_actor::use(), deploy_tent_actor::use(), unpack_actor::use(), use_charges(), use_fire(), valid_aoe_technique(), game::validate_camps(), game::vertical_move(), activity_handlers::vibe_do_turn(), vomit(), iuse::vortex(), wait(), game::walk_move(), npc::warn_about(), player::wear(), iuse::weather_tool(), npc::wield(), player::wield_contents(), npc::wont_hit_friend(), npc::worker_downtime(), and game::zones_manager().

◆ position_to_wear_new_item()

std::list< item >::iterator Character::position_to_wear_new_item ( const item new_item)
protected

Return the position in the worn list where new_item would be put by default.

Definition at line 3912 of file character.cpp.

3913{
3914 // By default we put this item on after the last item on the same or any
3915 // lower layer.
3916 return std::find_if(
3917 worn.rbegin(), worn.rend(),
3918 [&]( const item & w ) {
3919 return w.get_layer() <= new_item.get_layer();
3920 }
3921 ).base();
3922}

References worn.

Referenced by item_encumb(), and wear_item().

◆ posx()

◆ posy()

◆ posz()

int Character::posz ( ) const
inlineoverridevirtual

Implements Creature.

Definition at line 844 of file character.h.

844 {
845 return position.z;
846 }

References position, and tripoint::z.

Referenced by npc::address_needs(), iuse::artifact(), game::calc_driving_offset(), iuse::can_goo(), game::chat(), check_art_charge_req(), veh_interact::complete_vehicle(), explosion_handler::do_blast_new(), npc::do_pulp(), overmap_ui::draw_ascii(), game::draw_minimap(), overmap_ui::draw_om_sidebar(), overmap_ui::draw_overmap_chunk(), draw_speed_tab(), npc::execute_action(), overmapbuffer::fix_npcs(), generate_weather_anim_frame(), game::get_player_input(), game::handle_action(), player::hardcoded_effects(), activity_handlers::hotwire_finish(), iexamine::ledge(), npc::load(), game::look_around(), iuse::meth(), npc::move(), avatar_action::move(), npc::move_to(), overmap_sight_range(), perform_technique(), game::phasing_move(), npc::pick_up_item(), npc::place_on_map(), start_location::place_player(), iuse::portal(), game::process_artifact(), sounds::process_sound_markers(), iuse::radiocontrol(), avatar_action::ramp_move(), player::recalc_speed_bonus(), DefaultRemovePartHandler::removed(), conditional_t< T >::set_npc_role_nearby(), npc::set_omt_destination(), smash(), game::try_get_right_click_action(), game::update_overmap_seen(), npc::update_path(), game::update_stair_monsters(), editmap::update_view_with_help(), consume_drug_iuse::use(), npc::vehicle_danger(), activity_handlers::vehicle_finish(), game::vertical_move(), and game::walk_move().

◆ pour_into() [1/2]

bool Character::pour_into ( item container,
item liquid 
)

Try to pour the given liquid into the given container/vehicle.

The transferred charges are removed from the liquid item. Check the charges of afterwards to see if anything has been transferred at all. The functions do not consume any move points.

Returns
Whether anything has been moved at all. false indicates the transfer is not possible at all. true indicates at least some of the liquid has been moved.

Definition at line 6426 of file character.cpp.

6427{
6428 std::string err;
6429 const int amount = container.get_remaining_capacity_for_liquid( liquid, *this, &err );
6430
6431 if( !err.empty() ) {
6432 add_msg_if_player( m_bad, err );
6433 return false;
6434 }
6435
6436 add_msg_if_player( _( "You pour %1$s into the %2$s." ), liquid.tname(), container.tname() );
6437
6438 container.fill_with( liquid, amount );
6439 inv.unsort();
6440
6441 if( liquid.charges > 0 ) {
6442 add_msg_if_player( _( "There's some left over!" ) );
6443 }
6444
6445 return true;
6446}
void fill_with(item &liquid, int amount=INFINITE_CHARGES)
Fill item with liquid up to its capacity.
Definition: item.cpp:8402
int get_remaining_capacity_for_liquid(const item &liquid, bool allow_bucket=false, std::string *err=nullptr) const
How much more of this liquid (in charges) can be put in this container.
Definition: item.cpp:8264

References _, Creature::add_msg_if_player(), item::charges, item::fill_with(), item::get_remaining_capacity_for_liquid(), inv, m_bad, item::tname(), and inventory::unsort().

Referenced by activity_handlers::fill_liquid_do_turn().

◆ pour_into() [2/2]

bool Character::pour_into ( vehicle veh,
item liquid 
)

Definition at line 6448 of file character.cpp.

6449{
6450 auto sel = [&]( const vehicle_part & pt ) {
6451 return pt.is_tank() && pt.can_reload( liquid );
6452 };
6453
6454 auto stack = units::legacy_volume_factor / liquid.type->stack_size;
6455 auto title = string_format( _( "Select target tank for <color_%s>%.1fL %s</color>" ),
6456 get_all_colors().get_name( liquid.color() ),
6457 round_up( to_liter( liquid.charges * stack ), 1 ),
6458 liquid.tname() );
6459
6460 auto &tank = veh_interact::select_part( veh, sel, title );
6461 if( !tank ) {
6462 return false;
6463 }
6464
6465 tank.fill_with( liquid );
6466
6467 //~ $1 - vehicle name, $2 - part name, $3 - liquid type
6468 add_msg_if_player( _( "You refill the %1$s's %2$s with %3$s." ),
6469 veh.name, tank.name(), liquid.type_name() );
6470
6471 if( liquid.charges > 0 ) {
6472 add_msg_if_player( _( "There's some left over!" ) );
6473 }
6474 return true;
6475}
double round_up(double val, unsigned int dp)
Round a value up at a given decimal place.
std::string get_name() const override
Definition: character.cpp:6077
nc_color color() const
Returns the default color of the item (e.g.
Definition: item.cpp:4796
static vehicle_part & select_part(const vehicle &veh, const part_selector &sel, const std::string &title=std::string())
Prompt for a part matching the selector function.
std::string name
Definition: vehicle.h:1792
color_manager & get_all_colors()
Definition: color.cpp:45
std::string title(holiday current_holiday)
Definition: path_info.cpp:330
constexpr double to_liter(const volume &v)
Definition: units_volume.h:43
static constexpr volume legacy_volume_factor
Definition: units_volume.h:50
Structure, describing vehicle part (i.e., wheel, seat)
Definition: vehicle.h:185

References _, Creature::add_msg_if_player(), item::charges, item::color(), get_all_colors(), get_name(), units::legacy_volume_factor, vehicle::name, round_up(), veh_interact::select_part(), itype::stack_size, string_format(), PATH_INFO::title(), item::tname(), units::to_liter(), item::type, and item::type_name().

◆ power_rating()

float Character::power_rating ( ) const
overridevirtual

Returns an approximation of the creature's strength.

Implements Creature.

Definition at line 9938 of file character.cpp.

9939{
9940 int dmg = std::max( { weapon.damage_melee( DT_BASH ),
9943 } );
9944
9945 int ret = 2;
9946 // Small guns can be easily hidden from view
9947 if( weapon.volume() <= 250_ml ) {
9948 ret = 2;
9949 } else if( weapon.is_gun() ) {
9950 ret = 4;
9951 } else if( dmg > 12 ) {
9952 ret = 3; // Melee weapon or weapon-y tool
9953 }
9954 if( get_size() == MS_HUGE ) {
9955 ret += 1;
9956 }
9957 if( is_wearing_power_armor( nullptr ) ) {
9958 ret = 5; // No mercy!
9959 }
9960 return ret;
9961}

References item::damage_melee(), DT_BASH, DT_CUT, DT_STAB, get_size(), item::is_gun(), is_wearing_power_armor(), MS_HUGE, cata::hash64_detail::ret, item::volume(), and weapon.

◆ print_health()

void Character::print_health ( ) const

Definition at line 4179 of file character.cpp.

4180{
4181 if( !is_player() ) {
4182 return;
4183 }
4184 int current_health = get_healthy();
4185 if( has_trait( trait_SELFAWARE ) ) {
4186 add_msg_if_player( _( "Your current health value is %d." ), current_health );
4187 }
4188
4189 static const std::map<int, std::string> msg_categories = {
4190 { -100, "health_horrible" },
4191 { -50, "health_very_bad" },
4192 { -10, "health_bad" },
4193 { 10, "" },
4194 { 50, "health_good" },
4195 { 100, "health_very_good" },
4196 { INT_MAX, "health_great" }
4197 };
4198
4199 auto iter = msg_categories.lower_bound( current_health );
4200 if( iter != msg_categories.end() && !iter->second.empty() ) {
4201 const translation msg = SNIPPET.random_from_category( iter->second ).value_or( translation() );
4202 add_msg_if_player( current_health > 0 ? m_good : m_bad, "%s", msg );
4203 }
4204}

References _, Creature::add_msg_if_player(), get_healthy(), has_trait(), Creature::is_player(), m_bad, m_good, snippet_library::random_from_category(), SNIPPET, and trait_SELFAWARE.

Referenced by activate_mutation(), and avatar::wake_up().

◆ print_info()

int Character::print_info ( const catacurses::window w,
int  vStart,
int  vLines,
int  column 
) const
overridevirtual

Write information about this creature.

Parameters
wthe window to print the text into.
vStartvertical start to print, that means the first line to print.
vLinesnumber of lines to print at most (printing less is fine).
columnhorizontal start to print (column), horizontal end is one character before the right border of the window (to keep the border).
Returns
The line just behind the last printed line, that means multiple calls to this can be stacked, the return value is acceptable as vStart for the next call without creating empty lines or overwriting lines.

Implements Creature.

Reimplemented in npc.

Definition at line 10304 of file character.cpp.

10305{
10306 mvwprintw( w, point( column, vStart++ ), _( "You (%s)" ), name );
10307 return vStart;
10308}
void mvwprintw(const window &win, const point &p, const std::string &text)

References _, catacurses::mvwprintw(), and name.

◆ process_bionic()

void Character::process_bionic ( int  b)

Handles bionic effects over time of the entered bionic.

Definition at line 1522 of file bionics.cpp.

1523{
1524 bionic &bio = ( *my_bionics )[b];
1525 if( ( !bio.id->fuel_opts.empty() || bio.id->is_remote_fueled ) && bio.is_auto_start_on() ) {
1526 const float start_threshold = bio.get_auto_start_thresh();
1527 std::vector<itype_id> fuel_available = get_fuel_available( bio.id );
1528 if( bio.id->is_remote_fueled ) {
1529 const itype_id rem_fuel = find_remote_fuel();
1530 const std::string rem_amount = get_value( "rem_" + rem_fuel.str() );
1531 int rem_fuel_stock = 0;
1532 if( !rem_amount.empty() ) {
1533 rem_fuel_stock = std::stoi( rem_amount );
1534 }
1535 if( !rem_fuel.is_empty() && ( rem_fuel_stock > 0 ||
1536 item( rem_fuel ).has_flag( flag_PERPETUAL ) ) ) {
1537 fuel_available.emplace_back( rem_fuel );
1538 }
1539 }
1540 if( !fuel_available.empty() && get_power_level() <= start_threshold * get_max_power_level() ) {
1541 g->u.activate_bionic( b );
1542 } else if( get_power_level() <= start_threshold * get_max_power_level() &&
1543 calendar::once_every( 1_hours ) ) {
1544 add_msg_player_or_npc( m_bad, _( "Your %s does not have enough fuel to use Auto Start." ),
1545 _( "<npcname>'s %s does not have enough fuel to use Auto Start." ),
1546 bio.info().name );
1547 }
1548 }
1549
1550 // Only powered bionics should be processed
1551 if( !bio.powered ) {
1553 return;
1554 }
1555
1556 // These might be affected by environmental conditions, status effects, faulty bionics, etc.
1557 int discharge_factor = 1;
1558 int discharge_rate = 1;
1559
1560 if( bio.charge_timer > 0 ) {
1561 bio.charge_timer -= discharge_rate;
1562 } else {
1563 if( bio.info().charge_time > 0 ) {
1564 if( bio.info().has_flag( STATIC( flag_str_id( "BIONIC_POWER_SOURCE" ) ) ) ) {
1565 // Convert fuel to bionic power
1566 burn_fuel( b );
1567 // Reset timer
1568 bio.charge_timer = bio.info().charge_time;
1569 } else {
1570 // Try to recharge our bionic if it is made for it
1571 units::energy cost = 0_J;
1572 bool recharged = attempt_recharge( *this, bio, cost, discharge_factor, discharge_rate );
1573 if( !recharged ) {
1574 // No power to recharge, so deactivate
1575 bio.powered = false;
1576 add_msg_if_player( m_neutral, _( "Your %s powers down." ), bio.info().name );
1577 // This purposely bypasses the deactivation cost
1578 deactivate_bionic( b, true );
1579 return;
1580 }
1581 if( cost > 0_J ) {
1582 mod_power_level( -cost );
1583 }
1584 }
1585 }
1586 }
1587
1588 // Bionic effects on every turn they are active go here.
1589 if( bio.id == bio_remote ) {
1590 if( g->remoteveh() == nullptr && get_value( "remote_controlling" ).empty() ) {
1591 bio.powered = false;
1592 add_msg_if_player( m_warning, _( "Your %s has lost connection and is turning off." ),
1593 bio.info().name );
1594 }
1595 } else if( bio.id == bio_hydraulics ) {
1596 // Sound of hissing hydraulic muscle! (not quite as loud as a car horn)
1597 sounds::sound( pos(), 19, sounds::sound_t::activity, _( "HISISSS!" ), false, "bionic",
1598 static_cast<std::string>( bio_hydraulics ) );
1599 } else if( bio.id == bio_nanobots ) {
1600 // Total hack, prevents charge_timer reaching 0 thus preventing power draw.
1601 // Ideally there would be a value that directly impacts whether a bionic draws power when idle.
1602 bio.charge_timer = 2;
1603 // The above hack means there's no check for whether the bionic actually has power to run.
1604 if( get_power_level() < bio.info().power_over_time ) {
1605 bio.powered = false;
1606 add_msg_if_player( m_warning, _( "Your %s shut down due to lack of power." ), bio.info().name );
1608 return;
1609 } else if( get_stored_kcal() < 0.85f * max_stored_kcal() ) {
1610 bio.powered = false;
1611 add_msg_if_player( m_warning, _( "Your %s shut down to conserve calories." ), bio.info().name );
1613 return;
1614 }
1615 if( calendar::once_every( 15_turns ) ) {
1616 std::vector<bodypart_id> bleeding_bp_parts;
1617 for( const bodypart_id &bp : get_all_body_parts() ) {
1618 if( has_effect( effect_bleed, bp.id() ) ) {
1619 bleeding_bp_parts.push_back( bp );
1620 }
1621 }
1622 if( !bleeding_bp_parts.empty() ) {
1623 const bodypart_id part_to_staunch = bleeding_bp_parts[ rng( 0, bleeding_bp_parts.size() - 1 ) ];
1624 effect &e = get_effect( effect_bleed, part_to_staunch->token );
1625 if( e.get_intensity() > 1 ) {
1626 e.mod_intensity( -1, false );
1627 } else {
1628 remove_effect( effect_bleed, part_to_staunch->token );
1629 }
1630 }
1631 if( rng( 0, 2 ) == 2 ) {
1632 std::vector<bodypart_id> damaged_hp_parts;
1633 for( const std::pair<const bodypart_str_id, bodypart> &part : get_body() ) {
1634 const int hp_cur = part.second.get_hp_cur();
1635 if( hp_cur > 0 && hp_cur < part.second.get_hp_max() ) {
1636 damaged_hp_parts.push_back( part.first.id() );
1637 }
1638 }
1639 if( get_stored_kcal() >= 5 && !damaged_hp_parts.empty() ) {
1640 const bodypart_id part_to_heal = damaged_hp_parts[ rng( 0, damaged_hp_parts.size() - 1 ) ];
1641 heal( part_to_heal, 1 );
1643 mod_stored_kcal( -5 );
1644 }
1645 }
1646 }
1647 } else if( bio.id == bio_painkiller ) {
1648 const int pkill = get_painkiller();
1649 const int pain = get_pain();
1650 int max_pkill = std::min( 150, pain );
1651 if( pkill < max_pkill ) {
1652 mod_painkiller( 1 );
1653 mod_power_level( -2_kJ );
1654 }
1655
1656 // Only dull pain so extreme that we can't pkill it safely
1657 if( pkill >= 150 && pain > pkill && get_stim() > -150 ) {
1658 mod_pain( -1 );
1659 // Negative side effect: negative stim
1660 mod_stim( -1 );
1661 mod_power_level( -2_kJ );
1662 }
1663 } else if( bio.id == bio_gills ) {
1664 if( has_effect( effect_asthma ) ) {
1666 _( "You feel your throat open up and air filling your lungs!" ) );
1668 }
1669 } else if( bio.id == bio_evap ) {
1670 // Aero-Evaporator provides water at 60 watts with 2 L / kWh efficiency
1671 // which is 10 mL per 5 minutes. Humidity can modify the amount gained.
1672 if( calendar::once_every( 5_minutes ) ) {
1673 const w_point &weatherPoint = get_weather().get_precise();
1674 int humidity = get_local_humidity( weatherPoint.humidity, get_weather().weather_id,
1675 g->is_sheltered( g->u.pos() ) );
1676 // in thirst units = 5 mL water
1677 int water_available = std::lround( humidity * 3.0 / 100.0 );
1678 // At 50% relative humidity or more, the player will draw 10 mL
1679 // At 16% relative humidity or less, the bionic will give up
1680 if( water_available == 0 ) {
1682 _( "There is not enough humidity in the air for your %s to function." ),
1683 bio.info().name );
1685 } else if( water_available == 1 ) {
1687 _( "Your %s issues a low humidity warning. Efficiency is reduced." ),
1688 bio.info().name );
1689 }
1690
1691 mod_thirst( -water_available );
1692 }
1693
1696 _( "You are properly hydrated. Your %s chirps happily." ),
1697 bio.info().name );
1699 }
1700 } else if( bio.id == bio_ads ) {
1701 if( bio.charge_timer < 2 ) {
1702 bio.charge_timer = 2;
1703 }
1704 if( bio.energy_stored < 150_kJ ) {
1705 // Max recharge rate is influenced by whether you've been hit or not.
1706 // See character.cpp for how charge_timer keeps track of that for this bionic.
1707 units::energy max_rate = 10_kJ;
1708 if( bio.charge_timer > 2 ) {
1709 max_rate /= 2;
1710 }
1711 units::energy ads_recharge = std::min( max_rate, 150_kJ - bio.energy_stored );
1712 if( ads_recharge < get_power_level() ) {
1713 mod_power_level( - ads_recharge );
1714 bio.energy_stored += ads_recharge;
1715 } else if( get_power_level() != 0_kJ ) {
1718 }
1719 if( bio.energy_stored == 150_kJ ) {
1720 add_msg_if_player( m_good, _( "Your %s quietens to a satisfied thrum." ), bio.info().name );
1721 }
1722 } else if( bio.energy_stored > 150_kJ ) {
1723 bio.energy_stored = 150_kJ;
1724 }
1725 } else if( bio.id == afs_bio_dopamine_stimulators ) {
1726 // Aftershock
1727 add_morale( MORALE_FEELING_GOOD, 20, 20, 30_minutes, 20_minutes, true );
1728 }
1729}
static const efftype_id effect_bleed("bleed")
static bool attempt_recharge(Character &p, bionic &bio, units::energy &amount, int factor=1, int rate=1)
Definition: bionics.cpp:1502
static const efftype_id effect_asthma("asthma")
static const bionic_id afs_bio_dopamine_stimulators("afs_bio_dopamine_stimulators")
static const bionic_id bio_nanobots("bio_nanobots")
static const bionic_id bio_gills("bio_gills")
void passive_power_gen(int b)
Passively produce power from PERPETUAL fuel.
Definition: bionics.cpp:1311
void mod_painkiller(int npkill)
Modifies intensity of painkillers
Definition: character.cpp:9756
int mod_intensity(int mod, bool alert=false)
Modify intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:886
const morale_type MORALE_FEELING_GOOD("morale_feeling_good")
units::energy power_over_time
Power cost over time, does nothing without a non-zero charge_time.
Definition: bionics.h:41
float get_auto_start_thresh() const
Definition: bionics.cpp:2752
bool is_auto_start_on() const
Definition: bionics.cpp:2757

References _, sounds::activity, add_morale(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), afs_bio_dopamine_stimulators, attempt_recharge(), b, bio_ads, bio_evap, bio_gills, bio_hydraulics, bio_nanobots, bio_painkiller, bio_remote, burn_fuel(), bionic_data::charge_time, bionic::charge_timer, deactivate_bionic(), effect_asthma, effect_bleed, bionic::energy_stored, find_remote_fuel(), flag_PERPETUAL(), bionic_data::fuel_opts, g, Creature::get_all_body_parts(), bionic::get_auto_start_thresh(), Creature::get_body(), Creature::get_effect(), get_fuel_available(), effect::get_intensity(), get_local_humidity(), get_max_power_level(), Creature::get_pain(), get_painkiller(), get_power_level(), weather_manager::get_precise(), get_stim(), get_stored_kcal(), get_thirst(), Creature::get_value(), get_weather(), Creature::has_effect(), bionic_data::has_flag(), Creature::has_flag(), heal(), w_point::humidity, hydrated, bionic::id, string_id< T >::id(), bionic::info(), bionic::is_auto_start_on(), string_id< T >::is_empty(), bionic_data::is_remote_fueled, m_bad, m_good, m_mixed, m_neutral, m_warning, max_stored_kcal(), effect::mod_intensity(), Creature::mod_pain(), mod_painkiller(), mod_power_level(), mod_stim(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_GOOD, bionic_data::name, calendar::once_every(), Creature::pain, passive_power_gen(), pkill, pos(), bionic_data::power_over_time, bionic::powered, Creature::remove_effect(), rng(), sounds::sound(), STATIC, and string_id< T >::str().

Referenced by suffer().

◆ process_turn()

void Character::process_turn ( )
overridevirtual

Handles end-of-turn processing.

Reimplemented from Creature.

Reimplemented in npc, and player.

Definition at line 1631 of file character.cpp.

1632{
1633 for( bionic &i : *my_bionics ) {
1634 if( i.incapacitated_time > 0_turns ) {
1635 i.incapacitated_time -= 1_turns;
1636 if( i.incapacitated_time == 0_turns ) {
1637 add_msg_if_player( m_bad, _( "Your %s bionic comes back online." ), i.info().name );
1638 }
1639 }
1640 }
1641
1643}
virtual void process_turn()
Processes effects and bonuses and allocates move points based on speed.
Definition: creature.cpp:156

References _, Creature::add_msg_if_player(), m_bad, my_bionics, and Creature::process_turn().

Referenced by player::process_turn().

◆ query_yn() [1/2]

template<typename ... Args>
bool Character::query_yn ( const char *const  msg,
Args &&...  args 
) const
inline

It is supposed to hide the query_yn to simplify player vs.

npc code.

Definition at line 1493 of file character.h.

1493 {
1494 return query_yn( string_format( msg, std::forward<Args>( args ) ... ) );
1495 }

References query_yn(), and string_format().

Referenced by activate_bionic(), can_install_bionics(), feed_reactor_with(), query_yn(), and will_eat().

◆ query_yn() [2/2]

virtual bool Character::query_yn ( const std::string &  msg) const
pure virtual

Implemented in npc, player, and player.

◆ random_bad_trait()

trait_id Character::random_bad_trait ( )

Returns the id of a random starting trait that costs < 0 points.

Definition at line 2871 of file newcharacter.cpp.

2872{
2873 std::vector<trait_id> vTraitsBad;
2874
2875 for( auto &traits_iter : mutation_branch::get_all() ) {
2876 if( traits_iter.points < 0 && g->scen->traitquery( traits_iter.id ) ) {
2877 vTraitsBad.push_back( traits_iter.id );
2878 }
2879 }
2880
2881 return random_entry( vTraitsBad );
2882}

References g, mutation_branch::get_all(), and random_entry().

Referenced by avatar::randomize().

◆ random_good_trait()

trait_id Character::random_good_trait ( )

Returns the id of a random starting trait that costs >= 0 points.

Definition at line 2858 of file newcharacter.cpp.

2859{
2860 std::vector<trait_id> vTraitsGood;
2861
2862 for( auto &traits_iter : mutation_branch::get_all() ) {
2863 if( traits_iter.points >= 0 && g->scen->traitquery( traits_iter.id ) ) {
2864 vTraitsGood.push_back( traits_iter.id );
2865 }
2866 }
2867
2868 return random_entry( vTraitsGood );
2869}

References g, mutation_branch::get_all(), and random_entry().

Referenced by avatar::randomize().

◆ ranged_dex_mod()

int Character::ranged_dex_mod ( ) const
virtual
Dexterity <20 increases ranged penalty

Definition at line 4113 of file character.cpp.

4114{
4115 ///\EFFECT_DEX <20 increases ranged penalty
4116 return std::max( ( 20.0 - get_dex() ) * 0.5, 0.0 );
4117}

References get_dex().

Referenced by draw_stats_info(), player::get_weapon_dispersion(), and set_stats().

◆ ranged_per_mod()

int Character::ranged_per_mod ( ) const
virtual
Perception <20 increases ranged aiming penalty.

Definition at line 4119 of file character.cpp.

4120{
4121 ///\EFFECT_PER <20 increases ranged aiming penalty.
4122 return std::max( ( 20.0 - get_per() ) * 1.2, 0.0 );
4123}

References get_per().

Referenced by draw_stats_info(), effective_dispersion(), and set_stats().

◆ rate_action_change_side()

hint_rating Character::rate_action_change_side ( const item it) const

Used to determine player feedback on item use for the inventory code.

rates usability lower for non-tools (books, etc.)

Definition at line 3666 of file character.cpp.

3667{
3668 if( !is_worn( it ) ) {
3669 return hint_rating::iffy;
3670 }
3671
3672 if( !it.is_sided() ) {
3673 return hint_rating::cant;
3674 }
3675
3676 return hint_rating::good;
3677}
@ iffy
Item should display as red.
@ cant
Item should display as gray.

References cant, good, iffy, item::is_sided(), and is_worn().

Referenced by game::inventory_item_menu().

◆ rate_action_eat()

hint_rating Character::rate_action_eat ( const item it) const

Definition at line 1254 of file consumption.cpp.

1255{
1256 if( !can_consume( it ) ) {
1257 return hint_rating::cant;
1258 }
1259
1260 const auto rating = will_eat( it );
1261 if( rating.success() ) {
1262 return hint_rating::good;
1263 } else if( rating.value() == edible_rating::inedible ||
1264 rating.value() == edible_rating::inedible_mutation ) {
1265
1266 return hint_rating::cant;
1267 }
1268
1269 return hint_rating::iffy;
1270}
ret_val< edible_rating > will_eat(const item &food, bool interactive=false) const
Same as can_eat, but takes consequences into account.
bool can_consume(const item &it) const
Check character's capability of consumption overall.

References can_consume(), cant, good, iffy, inedible, inedible_mutation, and will_eat().

Referenced by game::inventory_item_menu().

◆ react_to_felt_pain()

void Character::react_to_felt_pain ( int  intensity)

Definition at line 844 of file character.cpp.

845{
846 if( intensity <= 0 ) {
847 return;
848 }
849 if( is_player() && intensity >= 2 ) {
850 g->cancel_activity_or_ignore_query( distraction_type::pain, _( "Ouch, something hurts!" ) );
851 }
852 // Only a large pain burst will actually wake people while sleeping.
854 int pain_thresh = rng( 3, 5 );
855
857 pain_thresh += 2;
858 } else if( has_trait( trait_HEAVYSLEEPER2 ) ) {
859 pain_thresh += 5;
860 }
861
862 if( intensity >= pain_thresh ) {
863 wake_up();
864 }
865 }
866}
static const trait_id trait_HEAVYSLEEPER("HEAVYSLEEPER")
static const trait_id trait_HEAVYSLEEPER2("HEAVYSLEEPER2")

References _, effect_narcosis, effect_sleep, g, Creature::has_effect(), has_trait(), Creature::is_player(), pain, rng(), trait_HEAVYSLEEPER, trait_HEAVYSLEEPER2, and wake_up().

Referenced by player::set_pain(), and set_painkiller().

◆ read_speed()

int Character::read_speed ( bool  return_stat_effect = true) const

Returns the player's reading speed.

Intelligence increases reading speed by 3s per level above 8

Definition at line 3393 of file character.cpp.

3394{
3395 // Stat window shows stat effects on based on current stat
3396 const int intel = get_int();
3397 /** @EFFECT_INT increases reading speed by 3s per level above 8*/
3398 int ret = to_moves<int>( 1_minutes ) - to_moves<int>( 3_seconds ) * ( intel - 8 );
3399
3400 if( has_bionic( afs_bio_linguistic_coprocessor ) ) { // Aftershock
3401 ret *= .85;
3402 }
3403
3404 ret *= mutation_value( "reading_speed_multiplier" );
3405
3406 if( ret < to_moves<int>( 1_seconds ) ) {
3407 ret = to_moves<int>( 1_seconds );
3408 }
3409 // return_stat_effect actually matters here
3410 return return_stat_effect ? ret : ret * 100 / to_moves<int>( 1_minutes );
3411}
static const bionic_id afs_bio_linguistic_coprocessor("afs_bio_linguistic_coprocessor")

References afs_bio_linguistic_coprocessor, get_int(), has_bionic(), mutation_value(), and cata::hash64_detail::ret.

Referenced by draw_stats_info(), read_inventory_preset::read_inventory_preset(), set_stats(), npc::time_to_read(), and avatar::time_to_read().

◆ rebuild_mutation_cache()

void Character::rebuild_mutation_cache ( )

Definition at line 8006 of file character.cpp.

8007{
8008 cached_mutations.clear();
8009 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
8010 cached_mutations.push_back( &mut.first.obj() );
8011 }
8012 for( const trait_id &mut : enchantment_cache->get_mutations() ) {
8013 cached_mutations.push_back( &mut.obj() );
8014 }
8015}

References cached_mutations, enchantment_cache, and my_mutations.

Referenced by set_mutation(), and unset_mutation().

◆ recalc_hp()

void Character::recalc_hp ( )

Recalculates HP after a change to max strength.

Definition at line 1645 of file character.cpp.

1646{
1647 int str_boost_val = 0;
1648 cata::optional<skill_boost> str_boost = skill_boost::get( "str" );
1649 if( str_boost ) {
1650 int skill_total = 0;
1651 for( const std::string &skill_str : str_boost->skills() ) {
1652 skill_total += get_skill_level( skill_id( skill_str ) );
1653 }
1654 str_boost_val = str_boost->calc_bonus( skill_total );
1655 }
1656 // Mutated toughness stacks with starting, by design.
1657 float hp_mod = 1.0f + mutation_value( "hp_modifier" ) + mutation_value( "hp_modifier_secondary" );
1658 float hp_adjustment = mutation_value( "hp_adjustment" ) + ( str_boost_val * 3 );
1659 calc_all_parts_hp( hp_mod, hp_adjustment, str_max );
1660}
void calc_all_parts_hp(float hp_mod=0.0, float hp_adjust=0.0, int str_max=0)
Sets hp for all body parts.
Definition: character.cpp:1662
static cata::optional< skill_boost > get(const std::string &stat_str)
Definition: skill_boost.cpp:20

References calc_all_parts_hp(), skill_boost::get(), get_skill_level(), mutation_value(), skill_id, and str_max.

Referenced by apply_mods(), apply_skill_boost(), avatar::create(), mutation_effect(), mutation_loss_effect(), normalize(), player::normalize(), npc::randomize(), reset_scenario(), set_stats(), and standard_npc::standard_npc().

◆ recalc_sight_limits()

void Character::recalc_sight_limits ( )

Modifies the player's sight values Must be called when any of the following change: This must be called when any of the following change:

  • effects
  • bionics
  • traits
  • underwater
  • clothes

Definition at line 1692 of file character.cpp.

1693{
1694 sight_max = 9999;
1695 vision_mode_cache.reset();
1696
1697 // Set sight_max.
1698 if( is_blind() || ( in_sleep_state() && !has_trait( trait_SEESLEEP ) ) ||
1700 sight_max = 0;
1701 } else if( has_effect( effect_boomered ) && ( !( has_trait( trait_PER_SLIME_OK ) ) ) ) {
1702 sight_max = 1;
1704 } else if( has_effect( effect_in_pit ) || has_effect( effect_no_sight ) ||
1708 sight_max = 1;
1709 } else if( has_active_mutation( trait_SHELL2 ) ) {
1710 // You can kinda see out a bit.
1711 sight_max = 2;
1712 } else if( ( has_trait( trait_MYOPIC ) || has_trait( trait_URSINE_EYE ) ) &&
1714 sight_max = 4;
1715 } else if( has_trait( trait_PER_SLIME ) ) {
1716 sight_max = 6;
1717 } else if( has_effect( effect_darkness ) ) {
1719 sight_max = 10;
1720 }
1721
1722 // Debug-only NV
1725 }
1726
1727 float best_bonus_nv = 0.0f;
1728 for( const mutation_branch *mut : cached_mutations ) {
1729 best_bonus_nv = std::max( best_bonus_nv, mut->night_vision_range );
1730 }
1732 ( is_mounted() && mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1733 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1734 }
1735 if( has_nv() ) {
1737 best_bonus_nv = std::max( best_bonus_nv, 10.0f );
1738 }
1739 if( has_trait( trait_BIRD_EYE ) ) {
1741 }
1742 if( has_trait( trait_URSINE_EYE ) ) {
1744 }
1745
1746 // +1 because of the ugly -1 in _from_per
1749 nv_range += best_bonus_nv;
1751 nv_range++;
1752 }
1753
1754 // Not exactly a sight limit thing, but related enough
1759 mounted_creature->has_flag( MF_MECH_RECON_VISION ) ) ) {
1761 }
1762
1764 has_effect_with_flag( "EFFECT_SUPER_CLAIRVOYANCE" ) ) {
1767 has_effect_with_flag( "EFFECT_CLAIRVOYANCE_PLUS" ) ) {
1769 } else if( has_artifact_with( AEP_CLAIRVOYANCE ) ||
1770 has_effect_with_flag( "EFFECT_CLAIRVOYANCE" ) ) {
1772 }
1773}
static const bionic_id bio_infrared("bio_infrared")
static const std::string flag_FIX_NEARSIGHT("FIX_NEARSIGHT")
static const efftype_id effect_contacts("contacts")
static const trait_id trait_CEPH_EYES("CEPH_EYES")
static const efftype_id effect_boomered("boomered")
static const trait_id trait_INFRARED("INFRARED")
static const trait_id trait_LIZ_IR("LIZ_IR")
static const trait_id trait_URSINE_EYE("URSINE_EYE")
static const trait_id trait_MEMBRANE("MEMBRANE")
static const trait_id trait_MYOPIC("MYOPIC")
static const trait_id trait_BIRD_EYE("BIRD_EYE")
static const efftype_id effect_darkness("darkness")
static const bionic_id bio_membrane("bio_membrane")
static const std::string flag_SWIM_GOGGLES("SWIM_GOGGLES")
static const std::string flag_IR_EFFECT("IR_EFFECT")
static const trait_id trait_DEBUG_NIGHTVISION("DEBUG_NIGHTVISION")
static const trait_id trait_PER_SLIME_OK("PER_SLIME_OK")
static const efftype_id effect_no_sight("no_sight")
@ DARKNESS
Definition: character.h:88
@ URSINE_VISION
Definition: character.h:86
@ IR_VISION
Definition: character.h:89
@ BIRD_EYE
Definition: character.h:85
@ NV_GOGGLES
Definition: character.h:84
@ BOOMERED
Definition: character.h:87
bool is_blind() const
Returns true if the player isn't able to see.
Definition: character.cpp:6324
bool has_nv()
Returns true if the player has some form of night vision.
Definition: character.cpp:3600
int sight_max
Definition: character.h:2167
@ AEP_CLAIRVOYANCE_PLUS
Definition: enums.h:142
@ AEP_SUPER_CLAIRVOYANCE
Definition: enums.h:112
@ AEP_CLAIRVOYANCE
Definition: enums.h:111
float nv_range_from_per(int per)
Definition: character.cpp:1785
float nv_range_from_eye_encumbrance(int enc)
Definition: character.cpp:1791

References AEP_CLAIRVOYANCE, AEP_CLAIRVOYANCE_PLUS, AEP_SUPER_CLAIRVOYANCE, bio_infrared, bio_membrane, BIRD_EYE, BOOMERED, bp_eyes, cached_mutations, DARKNESS, DEBUG_NIGHTVISION, effect_boomered, effect_contacts, effect_darkness, effect_in_pit, effect_narcosis, effect_no_sight, encumb(), flag_FIX_NEARSIGHT(), flag_IR_EFFECT(), flag_SWIM_GOGGLES(), get_per(), has_active_bionic(), has_active_mutation(), has_artifact_with(), has_bionic(), Creature::has_effect(), Creature::has_effect_with_flag(), has_nv(), has_trait(), in_sleep_state(), IR_VISION, is_blind(), is_mounted(), is_wearing(), itype_rm13_armor_on, MF_MECH_RECON_VISION, mounted_creature, NV_GOGGLES, nv_range, vision::nv_range_from_eye_encumbrance(), vision::nv_range_from_per(), sight_max, trait_BIRD_EYE, trait_CEPH_EYES, trait_DEBUG_NIGHTVISION, trait_INFRARED, trait_LIZ_IR, trait_MEMBRANE, trait_MYOPIC, trait_PER_SLIME, trait_PER_SLIME_OK, trait_SEESLEEP, trait_SHELL2, trait_URSINE_EYE, Creature::underwater, URSINE_VISION, VISION_CLAIRVOYANCE, VISION_CLAIRVOYANCE_PLUS, VISION_CLAIRVOYANCE_SUPER, vision_mode_cache, and worn_with_flag().

Referenced by add_bionic(), deactivate_mutation(), player::environmental_revert_effect(), load(), game::load(), mount_creature(), mutation_spend_resources(), on_item_takeoff(), on_item_wear(), player::player(), remove_bionic(), player::reset_stats(), set_mutation(), player::set_underwater(), player::takeoff(), unset_mutation(), wake_up(), and wear_item().

◆ recalculate_enchantment_cache()

void Character::recalculate_enchantment_cache ( )

Definition at line 7965 of file character.cpp.

7966{
7967 // start by resetting the cache
7969
7970 visit_items( [&]( const item * it ) {
7971 for( const enchantment &ench : it->get_enchantments() ) {
7972 if( ench.is_active( *this, *it ) ) {
7973 enchantment_cache->force_add( ench );
7974 }
7975 }
7976 return VisitResponse::NEXT;
7977 } );
7978
7979 // get from traits/ mutations
7980 for( const std::pair<const trait_id, trait_data> &mut_map : my_mutations ) {
7981 const mutation_branch &mut = mut_map.first.obj();
7982
7983 for( const enchantment_id &ench_id : mut.enchantments ) {
7984 const enchantment &ench = ench_id.obj();
7985 if( ench.is_active( *this, mut.activated && mut_map.second.powered ) ) {
7986 enchantment_cache->force_add( ench );
7987 }
7988 }
7989 }
7990
7991 for( const bionic &bio : *my_bionics ) {
7992 const bionic_id &bid = bio.id;
7993
7994 for( const enchantment_id &ench_id : bid->enchantments ) {
7995 const enchantment &ench = ench_id.obj();
7996 if( ench.is_active( *this, bio.powered &&
7997 bid->has_flag( STATIC( flag_str_id( "BIONIC_TOGGLED" ) ) ) ) ) {
7998 enchantment_cache->force_add( ench );
7999 }
8000 }
8001 }
8002
8004}
void rebuild_mutation_cache()
Definition: character.cpp:8006
bool is_active(const Character &guy, const item &parent) const
std::vector< enchantment > get_enchantments() const
Definition: item.cpp:6819

References enchantment_cache, item::get_enchantments(), NEXT, and visitable< Character >::visit_items().

Referenced by activate_bionic(), activate_mutation(), add_bionic(), deactivate_bionic(), deactivate_mutation(), on_mutation_gain(), on_mutation_loss(), remove_bionic(), reset(), update_body(), and player::use().

◆ recalculate_size()

void Character::recalculate_size ( )

Recalculate size class of character.

Definition at line 246 of file mutation.cpp.

247{
249 // Only one size-changing mutation is expected, so it will only use the first one it finds.
250 for( const mutation_branch *mut : cached_mutations ) {
251 if( mut->body_size ) {
252 size_class = *mut->body_size;
253 break;
254 }
255 }
256}

References cached_mutations, MS_MEDIUM, and size_class.

Referenced by load(), mutation_effect(), and mutation_loss_effect().

◆ recoil_mode()

double Character::recoil_mode ( ) const

◆ recoil_total()

double Character::recoil_total ( ) const

Current total maximum recoil penalty from all sources.

Definition at line 2060 of file ranged.cpp.

2061{
2062 return recoil + recoil_vehicle();
2063}
double recoil_vehicle() const
Get maximum recoil penalty due to vehicle motion.
Definition: ranged.cpp:2048

References recoil, and recoil_vehicle().

Referenced by player::fire_gun(), npc::method_of_attack(), npc::move(), target_ui::panel_recoil(), and npc::wont_hit_friend().

◆ recoil_vehicle()

double Character::recoil_vehicle ( ) const

Get maximum recoil penalty due to vehicle motion.

Definition at line 2048 of file ranged.cpp.

2049{
2050 // TODO: vary penalty dependent upon vehicle part on which player is boarded
2051
2052 if( in_vehicle ) {
2053 if( const optional_vpart_position vp = g->m.veh_at( pos() ) ) {
2054 return static_cast<double>( std::abs( vp->vehicle().velocity ) ) * 3 / 100;
2055 }
2056 }
2057 return 0;
2058}

References g, in_vehicle, and pos().

Referenced by player::fire_gun(), print_aim(), and recoil_total().

◆ reduce_healing_effect()

int Character::reduce_healing_effect ( const efftype_id eff_id,
int  remove_med,
const bodypart_id hurt 
)

Reduce healing effect intensity, return initial intensity of the effect.

Definition at line 8593 of file character.cpp.

8595{
8596 const body_part hurt_token = hurt->token;
8597 effect &e = get_effect( eff_id, hurt_token );
8598 int intensity = e.get_intensity();
8599 if( remove_med < intensity ) {
8600 if( eff_id == effect_bandaged ) {
8601 add_msg_if_player( m_bad, _( "Bandages on your %s were damaged!" ), body_part_name( hurt_token ) );
8602 } else if( eff_id == effect_disinfected ) {
8603 add_msg_if_player( m_bad, _( "You got some filth on your disinfected %s!" ),
8604 body_part_name( hurt_token ) );
8605 }
8606 } else {
8607 if( eff_id == effect_bandaged ) {
8608 add_msg_if_player( m_bad, _( "Bandages on your %s were destroyed!" ),
8609 body_part_name( hurt_token ) );
8610 } else if( eff_id == effect_disinfected ) {
8611 add_msg_if_player( m_bad, _( "Your %s is no longer disinfected!" ), body_part_name( hurt_token ) );
8612 }
8613 }
8614 e.mod_duration( -6_hours * remove_med );
8615 return intensity;
8616}

References _, Creature::add_msg_if_player(), body_part_name(), effect_bandaged, effect_disinfected, Creature::get_effect(), effect::get_intensity(), m_bad, and effect::mod_duration().

Referenced by apply_damage().

◆ regen()

void Character::regen ( int  rate_multiplier)

Handles passive regeneration of pain and maybe hp.

Definition at line 4532 of file character.cpp.

4533{
4534 int pain_ticks = rate_multiplier;
4535 while( get_pain() > 0 && pain_ticks-- > 0 ) {
4536 mod_pain( -roll_remainder( 0.2f + get_pain() / 50.0f ) );
4537 }
4538
4539 float rest = rest_quality();
4540 float heal_rate = healing_rate( rest ) * to_turns<int>( 5_minutes );
4541 if( heal_rate > 0.0f ) {
4542 healall( roll_remainder( rate_multiplier * heal_rate ) );
4543 } else if( heal_rate < 0.0f ) {
4544 int rot_rate = roll_remainder( rate_multiplier * -heal_rate );
4545 // Has to be in loop because some effects depend on rounding
4546 while( rot_rate-- > 0 ) {
4547 hurtall( 1, nullptr, false );
4548 }
4549 }
4550
4551 // include healing effects
4552 for( int i = 0; i < num_hp_parts; i++ ) {
4553 const bodypart_id &bp = convert_bp( hp_to_bp( static_cast<hp_part>( i ) ) ).id();
4554 float healing = healing_rate_medicine( rest, bp ) * to_turns<int>( 5_minutes );
4555
4556 int healing_apply = roll_remainder( healing );
4557 healed_bp( i, healing_apply );
4558 heal( bp, healing_apply );
4559 if( damage_bandaged[i] > 0 ) {
4560 damage_bandaged[i] -= healing_apply;
4561 if( damage_bandaged[i] <= 0 ) {
4562 damage_bandaged[i] = 0;
4563 remove_effect( effect_bandaged, bp->token );
4564 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4565 }
4566 }
4567 if( damage_disinfected[i] > 0 ) {
4568 damage_disinfected[i] -= healing_apply;
4569 if( damage_disinfected[i] <= 0 ) {
4570 damage_disinfected[i] = 0;
4571 remove_effect( effect_disinfected, bp->token );
4572 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4573 }
4574 }
4575
4576 // remove effects if the limb was healed by other way
4577 if( has_effect( effect_bandaged, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4578 damage_bandaged[i] = 0;
4579 remove_effect( effect_bandaged, bp->token );
4580 add_msg_if_player( _( "Bandaged wounds on your %s healed." ), body_part_name( bp ) );
4581 }
4582 if( has_effect( effect_disinfected, bp->token ) && ( get_part( bp )->is_at_max_hp() ) ) {
4583 damage_disinfected[i] = 0;
4584 remove_effect( effect_disinfected, bp->token );
4585 add_msg_if_player( _( "Disinfected wounds on your %s healed." ), body_part_name( bp ) );
4586 }
4587 }
4588
4589 if( get_rad() > 0 ) {
4590 mod_rad( -roll_remainder( rate_multiplier / 50.0f ) );
4591 }
4592}
float healing_rate(float at_rest_quality) const
Average hit points healed per turn.
Definition: character.cpp:6745
float healing_rate_medicine(float at_rest_quality, const bodypart_id &bp) const
Average hit points healed per turn from healing effects.
Definition: character.cpp:6787
void healed_bp(int bp, int amount)
Definition: character.cpp:7853
void hurtall(int dam, Creature *source, bool disturb=true)
Hurts all body parts for dam, no armor reduction.
Definition: character.cpp:8635

References _, Creature::add_msg_if_player(), body_part_name(), convert_bp(), damage_bandaged, damage_disinfected, effect_bandaged, effect_disinfected, Creature::get_pain(), Creature::get_part(), get_rad(), Creature::has_effect(), heal(), healall(), healed_bp(), healing_rate(), healing_rate_medicine(), hp_to_bp(), hurtall(), string_id< T >::id(), Creature::mod_pain(), mod_rad(), num_hp_parts, Creature::remove_effect(), rest_quality(), and roll_remainder().

Referenced by update_body().

◆ rem_addiction()

void Character::rem_addiction ( add_type  type)

Removes an addition from the player.

Definition at line 1946 of file suffer.cpp.

1947{
1948 auto iter = std::find_if( addictions.begin(), addictions.end(),
1949 [type]( const addiction & ad ) {
1950 return ad.type == type;
1951 } );
1952
1953 if( iter != addictions.end() ) {
1954 addictions.erase( iter );
1955 g->events().send<event_type::loses_addiction>( getID(), type );
1956 }
1957}

References addictions, g, getID(), loses_addiction, and type.

Referenced by marloss_common(), iuse::mycus(), and suffer_from_addictions().

◆ rem_morale()

void Character::rem_morale ( const morale_type type)

◆ remove_bionic()

void Character::remove_bionic ( const bionic_id b)

Removes a bionic from my_bionics[].

Definition at line 2580 of file bionics.cpp.

2581{
2582 bionic_collection new_my_bionics;
2583 // any spells you should not forget due to still having a bionic installed that has it.
2584 std::set<spell_id> cbm_spells;
2585 for( bionic &i : *my_bionics ) {
2586 if( b == i.id ) {
2587 continue;
2588 }
2589
2590 // Linked bionics: if either is removed, the other is removed as well.
2591 if( b->is_included( i.id ) || i.id->is_included( b ) ) {
2592 continue;
2593 }
2594
2595 for( const std::pair<const spell_id, int> &spell_pair : i.id->learned_spells ) {
2596 cbm_spells.emplace( spell_pair.first );
2597 }
2598
2599 new_my_bionics.push_back( bionic( i.id, i.invlet ) );
2600 }
2601
2602 // any spells you learn from installing a bionic you forget.
2603 for( const std::pair<const spell_id, int> &spell_pair : b->learned_spells ) {
2604 if( cbm_spells.count( spell_pair.first ) == 0 ) {
2605 magic->forget_spell( spell_pair.first );
2606 }
2607 }
2608
2609 *my_bionics = new_my_bionics;
2612 if( !b->enchantments.empty() ) {
2614 }
2615}

References b, magic, my_bionics, recalc_sight_limits(), recalculate_enchantment_cache(), and reset_encumbrance().

Referenced by perform_install(), perform_uninstall(), and uninstall_bionic().

◆ remove_child_flag()

void Character::remove_child_flag ( const trait_id flag)

Removes the mutation's child flag from the player's list.

Definition at line 1496 of file mutation.cpp.

1497{
1498 for( auto &elem : flag->replacements ) {
1499 const trait_id &tmp = elem;
1500 if( has_trait( tmp ) ) {
1501 remove_mutation( tmp );
1502 return;
1503 } else if( has_child_flag( tmp ) ) {
1504 remove_child_flag( tmp );
1505 return;
1506 }
1507 }
1508}

References has_child_flag(), has_trait(), remove_child_flag(), remove_mutation(), and mutation_branch::replacements.

Referenced by mutate_towards(), and remove_child_flag().

◆ remove_mission_items()

void Character::remove_mission_items ( int  mission_id)

Definition at line 2557 of file character.cpp.

2558{
2559 if( mission_id == -1 ) {
2560 return;
2561 }
2562 remove_items_with( has_mission_item_filter { mission_id } );
2563}

References visitable< Character >::remove_items_with().

◆ remove_mutation()

void Character::remove_mutation ( const trait_id mut,
bool  silent = false 
)

Removes a mutation, downgrading to the previous level if possible.

Definition at line 1338 of file mutation.cpp.

1339{
1340 const auto &mdata = mut.obj();
1341 // Check if there's a prerequisite we should shrink back into
1342 trait_id replacing = trait_id::NULL_ID();
1343 std::vector<trait_id> originals = mdata.prereqs;
1344 for( size_t i = 0; !replacing && i < originals.size(); i++ ) {
1345 trait_id pre = originals[i];
1346 const auto &p = pre.obj();
1347 for( size_t j = 0; !replacing && j < p.replacements.size(); j++ ) {
1348 if( p.replacements[j] == mut ) {
1349 replacing = pre;
1350 }
1351 }
1352 }
1353
1354 trait_id replacing2 = trait_id::NULL_ID();
1355 std::vector<trait_id> originals2 = mdata.prereqs2;
1356 for( size_t i = 0; !replacing2 && i < originals2.size(); i++ ) {
1357 trait_id pre2 = originals2[i];
1358 const auto &p = pre2.obj();
1359 for( size_t j = 0; !replacing2 && j < p.replacements.size(); j++ ) {
1360 if( p.replacements[j] == mut ) {
1361 replacing2 = pre2;
1362 }
1363 }
1364 }
1365
1366 // See if this mutation is canceled by a base trait
1367 //Only if there's no prerequisite to shrink to, thus we're at the bottom of the trait line
1368 if( !replacing ) {
1369 //Check each mutation until we reach the end or find a trait to revert to
1370 for( auto &iter : mutation_branch::get_all() ) {
1371 //See if it's in our list of base traits but not active
1372 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1373 //See if that base trait cancels the mutation we are using
1374 std::vector<trait_id> traitcheck = iter.cancels;
1375 if( !traitcheck.empty() ) {
1376 for( size_t j = 0; !replacing && j < traitcheck.size(); j++ ) {
1377 if( traitcheck[j] == mut ) {
1378 replacing = ( iter.id );
1379 }
1380 }
1381 }
1382 }
1383 if( replacing ) {
1384 break;
1385 }
1386 }
1387 }
1388
1389 // Duplicated for prereq2
1390 if( !replacing2 ) {
1391 //Check each mutation until we reach the end or find a trait to revert to
1392 for( auto &iter : mutation_branch::get_all() ) {
1393 //See if it's in our list of base traits but not active
1394 if( has_base_trait( iter.id ) && !has_trait( iter.id ) ) {
1395 //See if that base trait cancels the mutation we are using
1396 std::vector<trait_id> traitcheck = iter.cancels;
1397 if( !traitcheck.empty() ) {
1398 for( size_t j = 0; !replacing2 && j < traitcheck.size(); j++ ) {
1399 if( traitcheck[j] == mut && ( iter.id ) != replacing ) {
1400 replacing2 = ( iter.id );
1401 }
1402 }
1403 }
1404 }
1405 if( replacing2 ) {
1406 break;
1407 }
1408 }
1409 }
1410
1411 // make sure we don't toggle a mutation or trait twice, or it will cancel itself out.
1412 if( replacing == replacing2 ) {
1413 replacing2 = trait_id::NULL_ID();
1414 }
1415
1416 // This should revert back to a removed base trait rather than simply removing the mutation
1417 unset_mutation( mut );
1418
1419 bool mutation_replaced = false;
1420
1421 game_message_type rating;
1422
1423 if( replacing ) {
1424 const auto &replace_mdata = replacing.obj();
1425 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1426 rating = m_mixed;
1427 } else if( replace_mdata.points - mdata.points > 0 ) {
1428 rating = m_good;
1429 } else if( mdata.points - replace_mdata.points > 0 ) {
1430 rating = m_bad;
1431 } else {
1432 rating = m_neutral;
1433 }
1434 if( !silent ) {
1435 add_msg_player_or_npc( rating,
1436 _( "Your %1$s mutation turns into %2$s." ),
1437 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1438 mdata.name(), replace_mdata.name() );
1439 }
1440 set_mutation( replacing );
1441 mutation_replaced = true;
1442 }
1443 if( replacing2 ) {
1444 const auto &replace_mdata = replacing2.obj();
1445 if( mdata.mixed_effect || replace_mdata.mixed_effect ) {
1446 rating = m_mixed;
1447 } else if( replace_mdata.points - mdata.points > 0 ) {
1448 rating = m_good;
1449 } else if( mdata.points - replace_mdata.points > 0 ) {
1450 rating = m_bad;
1451 } else {
1452 rating = m_neutral;
1453 }
1454 if( !silent ) {
1455 add_msg_player_or_npc( rating,
1456 _( "Your %1$s mutation turns into %2$s." ),
1457 _( "<npcname>'s %1$s mutation turns into %2$s." ),
1458 mdata.name(), replace_mdata.name() );
1459 }
1460 set_mutation( replacing2 );
1461 mutation_replaced = true;
1462 }
1463 if( !mutation_replaced ) {
1464 if( mdata.mixed_effect ) {
1465 rating = m_mixed;
1466 } else if( mdata.points > 0 ) {
1467 rating = m_bad;
1468 } else if( mdata.points < 0 ) {
1469 rating = m_good;
1470 } else {
1471 rating = m_neutral;
1472 }
1473 if( !silent ) {
1474 add_msg_player_or_npc( rating,
1475 _( "You lose your %s mutation." ),
1476 _( "<npcname> loses their %s mutation." ),
1477 mdata.name() );
1478 }
1479 }
1480
1483}
@ silent
Definition: weather_type.h:56

References _, Creature::add_msg_player_or_npc(), drench_mut_calc(), mutation_branch::get_all(), has_base_trait(), has_trait(), m_bad, m_good, m_mixed, m_neutral, string_id< mutation_branch >::NULL_ID(), string_id< T >::obj(), set_highest_cat_level(), set_mutation(), silent, and unset_mutation().

Referenced by do_purify(), player::load(), mutate(), mutate_towards(), old_mutate(), perform_install(), iuse::purify_iv(), iuse::purify_smart(), remove_child_flag(), and debug_menu::wishmutate().

◆ remove_weapon()

item Character::remove_weapon ( )

Definition at line 2549 of file character.cpp.

2550{
2551 item tmp = weapon;
2552 weapon = item();
2553 cached_info.erase( "weapon_value" );
2554 return tmp;
2555}

References cached_info, and weapon.

Referenced by talk_function::drop_weapon(), melee_special_effects(), perform_technique(), mattack::pull_metal_weapon(), smash(), npc::stow_item(), and use_amount().

◆ remove_worn_items_with()

std::list< item > Character::remove_worn_items_with ( std::function< bool(item &)>  filter)

Similar to remove_items_with, but considers only worn items and not their content (item::contents is not checked).

If the filter function returns true, the item is removed.

Definition at line 2336 of file character.cpp.

2337{
2338 std::list<item> result;
2339 for( auto iter = worn.begin(); iter != worn.end(); ) {
2340 if( filter( *iter ) ) {
2341 iter->on_takeoff( *this );
2342 result.splice( result.begin(), worn, iter++ );
2343 } else {
2344 ++iter;
2345 }
2346 }
2347 return result;
2348}

References worn.

Referenced by mutation_effect(), and player::process_items().

◆ reset()

void Character::reset ( )
overridevirtual

Handles stat and bonus reset.

Reimplemented from Creature.

Definition at line 3593 of file character.cpp.

3594{
3596 // TODO: Move reset_stats here, remove it from Creature
3598}
virtual void reset()
Handles stat and bonus reset.
Definition: creature.cpp:125

References recalculate_enchantment_cache(), and Creature::reset().

Referenced by activate_bionic(), deactivate_bionic(), game::load(), and set_stats().

◆ reset_bonuses()

void Character::reset_bonuses ( )
overridevirtual

Resets the value of all bonus fields to 0.

Reimplemented from Creature.

Definition at line 4509 of file character.cpp.

4510{
4511 // Reset all bonuses to 0 and multipliers to 1.0
4512 str_bonus = 0;
4513 dex_bonus = 0;
4514 per_bonus = 0;
4515 int_bonus = 0;
4516
4518}
virtual void reset_bonuses()
Resets the value of all bonus fields to 0.
Definition: creature.cpp:139

References dex_bonus, int_bonus, per_bonus, Creature::reset_bonuses(), and str_bonus.

◆ reset_chargen_attributes()

void Character::reset_chargen_attributes ( )

Definition at line 6861 of file character.cpp.

6862{
6863 init_age = 25;
6864 init_height = 175;
6865}

References init_age, and init_height.

◆ reset_encumbrance()

◆ reset_remote_fuel()

void Character::reset_remote_fuel ( )

Definition at line 1442 of file bionics.cpp.

1443{
1444 if( get_bionic_fueled_with( item( fuel_type_sun_light ) ).empty() ) {
1445 remove_value( "sunlight" );
1446 }
1447 remove_value( "rem_battery" );
1448}

References fuel_type_sun_light, get_bionic_fueled_with(), and Creature::remove_value().

Referenced by iuse::cable_attach(), and deactivate_bionic().

◆ reset_stats()

void Character::reset_stats ( )
overridevirtual

Resets stats, and applies effects in an idempotent manner.

Implements Creature.

Reimplemented in player.

Definition at line 3548 of file character.cpp.

3549{
3550 // Bionic buffs
3552 mod_str_bonus( 20 );
3553 }
3554
3559
3560 // Trait / mutation buffs
3561 mod_str_bonus( std::floor( mutation_value( "str_modifier" ) ) );
3562 mod_dodge_bonus( std::floor( mutation_value( "dodge_modifier" ) ) );
3563
3565
3566 nv_cached = false;
3567
3568 // Reset our stats to normal levels
3569 // Any persistent buffs/debuffs will take place in effects,
3570 // player::suffer(), etc.
3571
3572 // repopulate the stat fields
3577
3578 // Floor for our stats. No stat changes should occur after this!
3579 if( dex_cur < 0 ) {
3580 dex_cur = 0;
3581 }
3582 if( str_cur < 0 ) {
3583 str_cur = 0;
3584 }
3585 if( per_cur < 0 ) {
3586 per_cur = 0;
3587 }
3588 if( int_cur < 0 ) {
3589 int_cur = 0;
3590 }
3591}
static const bionic_id bio_hydraulics("bio_hydraulics")
virtual int get_str_bonus() const
Definition: character.cpp:4082
virtual int get_int_bonus() const
Definition: character.cpp:4094
int get_mod_stat_from_bionic(const character_stat &Stat) const
Get stat bonus from bionic.
Definition: character.cpp:2158
virtual int get_per_bonus() const
Definition: character.cpp:4090
void apply_skill_boost()
Applies skill-based boosts to stats.
Definition: character.cpp:3472
virtual int get_dex_bonus() const
Definition: character.cpp:4086
virtual void mod_dodge_bonus(float ndodge)
Definition: creature.cpp:1755

References apply_skill_boost(), bio_hydraulics, dex_cur, dex_max, DEXTERITY, get_dex_bonus(), get_int_bonus(), get_mod_stat_from_bionic(), get_per_bonus(), get_str_bonus(), has_active_bionic(), int_cur, int_max, INTELLIGENCE, mod_dex_bonus(), Creature::mod_dodge_bonus(), mod_int_bonus(), mod_per_bonus(), mod_str_bonus(), mutation_value(), nv_cached, per_cur, per_max, PERCEPTION, str_cur, str_max, and STRENGTH.

Referenced by player::reset_stats().

◆ rest_quality()

float Character::rest_quality ( ) const

Returns >0 if character is sitting/lying and relatively inactive.

1 represents sleep on comfortable bed, so anything above that should be rare.

Definition at line 6538 of file character.cpp.

6539{
6540 // Just a placeholder for now.
6541 // TODO: Waiting/reading/being unconscious on bed/sofa/grass
6542 return has_effect( effect_sleep ) ? 1.0f : 0.0f;
6543}

References effect_sleep, and Creature::has_effect().

Referenced by mend(), and regen().

◆ restore_scent()

void Character::restore_scent ( )

restore scent after masked_scent effect run out or is removed by water

Definition at line 8742 of file character.cpp.

8743{
8744 const std::string prev_scent = get_value( "prev_scent" );
8745 if( !prev_scent.empty() ) {
8747 set_type_of_scent( scenttype_id( prev_scent ) );
8748 remove_value( "prev_scent" );
8749 remove_value( "waterproof_scent" );
8750 add_msg_if_player( m_info, _( "You smell like yourself again." ) );
8751 }
8752}
static const efftype_id effect_masked_scent("masked_scent")
void set_type_of_scent(const scenttype_id &id)
Definition: character.cpp:8732
string_id< scent_type > scenttype_id
Definition: type_id.h:35

References _, Creature::add_msg_if_player(), effect_masked_scent, Creature::get_value(), m_info, Creature::remove_effect(), Creature::remove_value(), and set_type_of_scent().

Referenced by drench(), and player::process_turn().

◆ resume_backlog_activity()

void Character::resume_backlog_activity ( )

Definition at line 9240 of file character.cpp.

9241{
9242 if( !backlog.empty() && backlog.front().auto_resume ) {
9243 activity = backlog.front();
9244 backlog.pop_front();
9245 }
9246}

References activity, and backlog.

Referenced by game::cancel_activity_query(), and player_activity::do_turn().

◆ roll_all_damage()

void Character::roll_all_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds all 3 types of physical damage to instance.

Definition at line 351 of file melee.cpp.

353{
354 roll_bash_damage( crit, di, average, weap );
355 roll_cut_damage( crit, di, average, weap );
356 roll_stab_damage( crit, di, average, weap );
357}
void roll_stab_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total stab damage to the damage instance.
Definition: melee.cpp:1018
void roll_bash_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total bash damage to the damage instance.
Definition: melee.cpp:840
void roll_cut_damage(bool crit, damage_instance &di, bool average, const item &weap) const
Adds player's total cut damage to the damage instance.
Definition: melee.cpp:944

References roll_bash_damage(), roll_cut_damage(), and roll_stab_damage().

Referenced by item::effective_dps(), and melee_attack().

◆ roll_bash_damage()

void Character::roll_bash_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total bash damage to the damage instance.

Strength increases bashing damage Strength increases bashing damage Unarmed caps bash damage with unarmed weapons Bashing caps bash damage with bashing weapons Strength boosts low cap on bashing damage

Definition at line 840 of file melee.cpp.

842{
843 float bash_dam = 0.0f;
844
845 const bool unarmed = weap.is_unarmed_weapon();
846 int skill = get_skill_level( unarmed ? skill_unarmed : skill_bashing );
847 if( has_active_bionic( bio_cqb ) ) {
848 skill = BIO_CQB_LEVEL;
849 }
850
851 const int stat = get_str();
852 /** @EFFECT_STR increases bashing damage */
853 float stat_bonus = bonus_damage( !average );
854 stat_bonus += mabuff_damage_bonus( DT_BASH );
855
856 // Drunken Master damage bonuses
858 // Remember, a single drink gives 600 levels of "drunk"
859 int mindrunk = 0;
860 int maxdrunk = 0;
861 const time_duration drunk_dur = get_effect_dur( effect_drunk );
862 if( unarmed ) {
863 mindrunk = drunk_dur / 1_hours;
864 maxdrunk = drunk_dur / 25_minutes;
865 } else {
866 mindrunk = drunk_dur / 90_minutes;
867 maxdrunk = drunk_dur / 40_minutes;
868 }
869
870 bash_dam += average ? ( mindrunk + maxdrunk ) * 0.5f : rng( mindrunk, maxdrunk );
871 }
872
873 if( unarmed ) {
874 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
875 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
876 weap.is_null();
877 if( left_empty || right_empty ) {
878 float per_hand = 0.0f;
879 for( const trait_id &mut : get_mutations() ) {
880 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
881 continue;
882 }
883 float unarmed_bonus = 0.0f;
884 const int bash_bonus = mut->bash_dmg_bonus;
885 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && bash_bonus > 0 ) {
886 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
887 }
888 per_hand += bash_bonus + unarmed_bonus;
889 const std::pair<int, int> rand_bash = mut->rand_bash_bonus;
890 per_hand += average ? ( rand_bash.first + rand_bash.second ) / 2.0f : rng( rand_bash.first,
891 rand_bash.second );
892 }
893 bash_dam += per_hand; // First hand
894 if( left_empty && right_empty ) {
895 // Second hand
896 bash_dam += per_hand;
897 }
898 }
899
900 }
901
902 /** @EFFECT_STR increases bashing damage */
903 float weap_dam = weap.damage_melee( DT_BASH ) + stat_bonus;
904 /** @EFFECT_UNARMED caps bash damage with unarmed weapons */
905
906 /** @EFFECT_BASHING caps bash damage with bashing weapons */
907 float bash_cap = 2 * stat + 2 * skill;
908 float bash_mul = 1.0f;
909
910 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
911 if( skill < 5 ) {
912 bash_mul = 0.8 + 0.08 * skill;
913 } else {
914 bash_mul = 0.96 + 0.04 * skill;
915 }
916
917 if( bash_cap < weap_dam && !weap.is_null() ) {
918 // If damage goes over cap due to low stats/skills,
919 // scale the post-armor damage down halfway between damage and cap
920 bash_mul *= ( 1.0f + ( bash_cap / weap_dam ) ) / 2.0f;
921 }
922
923 /** @EFFECT_STR boosts low cap on bashing damage */
924 const float low_cap = std::min( 1.0f, stat / 20.0f );
925 const float bash_min = low_cap * weap_dam;
926 weap_dam = average ? ( bash_min + weap_dam ) * 0.5f : rng_float( bash_min, weap_dam );
927
928 bash_dam += weap_dam;
929 bash_mul *= mabuff_damage_mult( DT_BASH );
930
931 float armor_mult = 1.0f;
932 int arpen = mabuff_arpen_bonus( DT_BASH );
933
934 // Finally, extra critical effects
935 if( crit ) {
936 bash_mul *= 1.5f;
937 // 50% armor penetration
938 armor_mult = 0.5f;
939 }
940
941 di.add_damage( DT_BASH, bash_dam, arpen, armor_mult, bash_mul );
942}
int mabuff_arpen_bonus(damage_type type) const
Returns the arpen bonus from martial arts buffs.
float bonus_damage(bool random) const
Returns the bonus bashing damage the player deals based on their stats.
Definition: melee.cpp:830
bool natural_attack_restricted_on(const bodypart_id &bp) const
Returns true if the character is wearing something on the entered body_part, ignoring items with the ...
Definition: character.cpp:1845
int mabuff_damage_bonus(damage_type type) const
Returns the flat damage bonus to given type from martial arts buffs, applied after the multiplier.
float mabuff_damage_mult(damage_type type) const
Returns the damage multiplier to given type from martial arts buffs.
static const efftype_id effect_drunk("drunk")
static const trait_id trait_DRUNKEN("DRUNKEN")
static const skill_id skill_bashing("bashing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bonus_damage(), item::damage_melee(), DT_BASH, effect_drunk, Creature::get_effect_dur(), get_mutations(), get_skill_level(), get_str(), has_active_bionic(), has_active_mutation(), Creature::has_effect(), has_trait(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), rng_float(), skill_bashing, skill_unarmed, and trait_DRUNKEN.

Referenced by roll_all_damage().

◆ roll_cut_damage()

void Character::roll_cut_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total cut damage to the damage instance.

Cutting increases cutting damage multiplier

Definition at line 944 of file melee.cpp.

946{
947 float cut_dam = mabuff_damage_bonus( DT_CUT ) + weap.damage_melee( DT_CUT );
948 float cut_mul = 1.0f;
949
950 int cutting_skill = get_skill_level( skill_cutting );
951
952 if( has_active_bionic( bio_cqb ) ) {
953 cutting_skill = BIO_CQB_LEVEL;
954 }
955
956 if( weap.is_unarmed_weapon() ) {
957 // TODO: 1-handed weapons that aren't unarmed attacks
958 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
959 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
960 weap.is_null();
961 if( left_empty || right_empty ) {
962 float per_hand = 0.0f;
963 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
964 per_hand += 2;
965 }
966
967 for( const trait_id &mut : get_mutations() ) {
968 if( mut->flags.count( "NEED_ACTIVE_TO_MELEE" ) > 0 && !has_active_mutation( mut ) ) {
969 continue;
970 }
971 float unarmed_bonus = 0.0f;
972 const int cut_bonus = mut->cut_dmg_bonus;
973 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && cut_bonus > 0 ) {
974 unarmed_bonus += std::min( get_skill_level( skill_unarmed ) / 2, 4 );
975 }
976 per_hand += cut_bonus + unarmed_bonus;
977 const std::pair<int, int> rand_cut = mut->rand_cut_bonus;
978 per_hand += average ? ( rand_cut.first + rand_cut.second ) / 2.0f : rng( rand_cut.first,
979 rand_cut.second );
980 }
981 // TODO: add acidproof check back to slime hands (probably move it elsewhere)
982
983 cut_dam += per_hand; // First hand
984 if( left_empty && right_empty ) {
985 // Second hand
986 cut_dam += per_hand;
987 }
988 }
989 }
990
991 if( cut_dam <= 0.0f ) {
992 return; // No negative damage!
993 }
994
995 int arpen = 0;
996 float armor_mult = 1.0f;
997
998 // 80%, 88%, 96%, 104%, 112%, 116%, 120%, 124%, 128%, 132%
999 /** @EFFECT_CUTTING increases cutting damage multiplier */
1000 if( cutting_skill < 5 ) {
1001 cut_mul *= 0.8 + 0.08 * cutting_skill;
1002 } else {
1003 cut_mul *= 0.96 + 0.04 * cutting_skill;
1004 }
1005
1006 arpen += mabuff_arpen_bonus( DT_CUT );
1007
1008 cut_mul *= mabuff_damage_mult( DT_CUT );
1009 if( crit ) {
1010 cut_mul *= 1.25f;
1011 arpen += 5;
1012 armor_mult = 0.75f; //25% armor penetration
1013 }
1014
1015 di.add_damage( DT_CUT, cut_dam, arpen, armor_mult, cut_mul );
1016}
static const skill_id skill_cutting("cutting")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_CUT, get_mutations(), get_skill_level(), has_active_bionic(), has_active_mutation(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), rng(), skill_cutting, and skill_unarmed.

Referenced by roll_all_damage().

◆ roll_stab_damage()

void Character::roll_stab_damage ( bool  crit,
damage_instance di,
bool  average,
const item weap 
) const

Adds player's total stab damage to the damage instance.

Stabbing increases stabbing damage multiplier

Definition at line 1018 of file melee.cpp.

1020{
1021 float stab_dam = mabuff_damage_bonus( DT_STAB ) + weap.damage_melee( DT_STAB );
1022
1023 int unarmed_skill = get_skill_level( skill_unarmed );
1024 int stabbing_skill = get_skill_level( skill_stabbing );
1025
1026 if( has_active_bionic( bio_cqb ) ) {
1027 stabbing_skill = BIO_CQB_LEVEL;
1028 }
1029
1030 if( weap.is_unarmed_weapon() ) {
1031 const bool left_empty = !natural_attack_restricted_on( bodypart_id( "hand_l" ) );
1032 const bool right_empty = !natural_attack_restricted_on( bodypart_id( "hand_r" ) ) &&
1033 weap.is_null();
1034 if( left_empty || right_empty ) {
1035 float per_hand = 0.0f;
1036
1037 for( const trait_id &mut : get_mutations() ) {
1038 int stab_bonus = mut->pierce_dmg_bonus;
1039 int unarmed_bonus = 0;
1040 if( mut->flags.count( "UNARMED_BONUS" ) > 0 && stab_bonus > 0 ) {
1041 unarmed_bonus = std::min( unarmed_skill / 2, 4 );
1042 }
1043
1044 per_hand += stab_bonus + unarmed_bonus;
1045 }
1046
1047 if( has_bionic( bionic_id( "bio_razors" ) ) ) {
1048 per_hand += 2;
1049 }
1050
1051 stab_dam += per_hand; // First hand
1052 if( left_empty && right_empty ) {
1053 // Second hand
1054 stab_dam += per_hand;
1055 }
1056 }
1057 }
1058
1059 if( stab_dam <= 0 ) {
1060 return; // No negative stabbing!
1061 }
1062
1063 float stab_mul = 1.0f;
1064 // 66%, 76%, 86%, 96%, 106%, 116%, 122%, 128%, 134%, 140%
1065 /** @EFFECT_STABBING increases stabbing damage multiplier */
1066 if( stabbing_skill <= 5 ) {
1067 stab_mul = 0.66 + 0.1 * stabbing_skill;
1068 } else {
1069 stab_mul = 0.86 + 0.06 * stabbing_skill;
1070 }
1071 int arpen = mabuff_arpen_bonus( DT_STAB );
1072 stab_mul *= mabuff_damage_mult( DT_STAB );
1073 float armor_mult = 1.0f;
1074
1075 if( crit ) {
1076 // Critical damage bonus for stabbing scales with skill
1077 stab_mul *= 1.0 + ( stabbing_skill / 10.0 );
1078 // Stab criticals have extra %arpen
1079 armor_mult = 0.66f;
1080 }
1081
1082 di.add_damage( DT_STAB, stab_dam, arpen, armor_mult, stab_mul );
1083}
static const skill_id skill_stabbing("stabbing")

References damage_instance::add_damage(), bio_cqb, BIO_CQB_LEVEL, bionic_id, item::damage_melee(), DT_STAB, get_mutations(), get_skill_level(), has_active_bionic(), has_bionic(), item::is_null(), item::is_unarmed_weapon(), mabuff_arpen_bonus(), mabuff_damage_bonus(), mabuff_damage_mult(), natural_attack_restricted_on(), skill_stabbing, and skill_unarmed.

Referenced by roll_all_damage().

◆ rooted()

void Character::rooted ( )

Definition at line 8818 of file character.cpp.

8820{
8821 double shoe_factor = footwear_factor();
8822 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8823 g->m.has_flag( flag_PLOWABLE, pos() ) && shoe_factor != 1.0 ) {
8824 if( one_in( 96 ) ) {
8825 vitamin_mod( vitamin_id( "iron" ), 1, true );
8826 vitamin_mod( vitamin_id( "calcium" ), 1, true );
8827 }
8828 if( get_thirst() <= thirst_levels::turgid && x_in_y( 75, 425 ) ) {
8829 mod_thirst( -1 );
8830 }
8831 mod_healthy_mod( 5, 50 );
8832 }
8833}
static const std::string flag_PLOWABLE("PLOWABLE")
int vitamin_mod(const vitamin_id &vit, int qty, bool capped=true)
Add or subtract vitamins from character storage pools.
string_id< vitamin > vitamin_id
Definition: type_id.h:164

References flag_PLOWABLE(), footwear_factor(), g, get_thirst(), has_trait(), mod_healthy_mod(), mod_thirst(), one_in(), pos(), trait_ROOTS2, trait_ROOTS3, turgid, vitamin_mod(), and x_in_y().

Referenced by player_activity::do_turn().

◆ rooted_message()

void Character::rooted_message ( ) const

Handles rooting effects.

Definition at line 8808 of file character.cpp.

8809{
8810 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
8811 if( ( has_trait( trait_ROOTS2 ) || has_trait( trait_ROOTS3 ) ) &&
8812 g->m.has_flag( flag_PLOWABLE, pos() ) &&
8813 !wearing_shoes ) {
8814 add_msg( m_info, _( "You sink your roots into the soil." ) );
8815 }
8816}

References _, add_msg(), flag_PLOWABLE(), g, has_trait(), is_wearing_shoes(), LEFT, m_info, pos(), RIGHT, trait_ROOTS2, and trait_ROOTS3.

Referenced by player_activity::start_or_resume().

◆ run_cost()

int Character::run_cost ( int  base_cost,
bool  diag = false 
) const

Returns the player's modified base movement cost.

Definition at line 9988 of file character.cpp.

9989{
9990 float movecost = static_cast<float>( base_cost );
9991 if( diag ) {
9992 movecost *= 0.7071f; // because everything here assumes 100 is base
9993 }
9994 const bool flatground = movecost < 105;
9995 // The "FLAT" tag includes soft surfaces, so not a good fit.
9996 const bool on_road = flatground && g->m.has_flag( "ROAD", pos() );
9997 const bool on_fungus = g->m.has_flag_ter_or_furn( "FUNGUS", pos() );
9998
9999 if( !is_mounted() ) {
10000 if( movecost > 100 ) {
10001 movecost *= mutation_value( "movecost_obstacle_modifier" );
10002 if( movecost < 100 ) {
10003 movecost = 100;
10004 }
10005 }
10006 if( has_trait( trait_M_IMMUNE ) && on_fungus ) {
10007 if( movecost > 75 ) {
10008 // Mycal characters are faster on their home territory, even through things like shrubs
10009 movecost = 75;
10010 }
10011 }
10012
10013 // Linearly increase move cost relative to individual leg hp.
10014 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_l" ) ) ) /
10015 static_cast<float>( get_part_hp_max( bodypart_id( "leg_l" ) ) ) );
10016 movecost += 50 * ( 1 - static_cast<float>( get_part_hp_cur( bodypart_id( "leg_r" ) ) ) /
10017 static_cast<float>( get_part_hp_max( bodypart_id( "leg_r" ) ) ) );
10018 movecost *= mutation_value( "movecost_modifier" );
10019 if( flatground ) {
10020 movecost *= mutation_value( "movecost_flatground_modifier" );
10021 }
10023 movecost *= .9f;
10024 }
10026 if( move_mode == CMM_RUN ) {
10027 movecost *= 0.85f;
10028 } else {
10029 movecost *= 0.95f;
10030 }
10031 } else if( has_bionic( bio_jointservo ) ) {
10032 movecost *= 1.1f;
10033 }
10034
10035 if( worn_with_flag( "SLOWS_MOVEMENT" ) ) {
10036 movecost *= 1.1f;
10037 }
10038 if( worn_with_flag( "FIN" ) ) {
10039 movecost *= 1.5f;
10040 }
10041 if( worn_with_flag( "ROLLER_INLINE" ) ) {
10042 if( on_road ) {
10043 movecost *= 0.5f;
10044 } else {
10045 movecost *= 1.5f;
10046 }
10047 }
10048 // Quad skates might be more stable than inlines,
10049 // but that also translates into a slower speed when on good surfaces.
10050 if( worn_with_flag( "ROLLER_QUAD" ) ) {
10051 if( on_road ) {
10052 movecost *= 0.7f;
10053 } else {
10054 movecost *= 1.3f;
10055 }
10056 }
10057 // Skates with only one wheel (roller shoes) are fairly less stable
10058 // and fairly slower as well
10059 if( worn_with_flag( "ROLLER_ONE" ) ) {
10060 if( on_road ) {
10061 movecost *= 0.85f;
10062 } else {
10063 movecost *= 1.1f;
10064 }
10065 }
10066
10067 movecost +=
10068 ( ( encumb( bp_foot_l ) + encumb( bp_foot_r ) ) * 2.5 +
10069 ( encumb( bp_leg_l ) + encumb( bp_leg_r ) ) * 1.5 ) / 10;
10070
10071 // ROOTS3 does slow you down as your roots are probing around for nutrients,
10072 // whether you want them to or not. ROOTS1 is just too squiggly without shoes
10073 // to give you some stability. Plants are a bit of a slow-mover. Deal.
10074 if( has_trait( trait_ROOTS3 ) && g->m.has_flag( "DIGGABLE", pos() ) ) {
10075 movecost += 10 * footwear_factor();
10076 }
10077
10079 movecost /= stamina_move_cost_modifier();
10080
10081 if( movecost < 20.0 ) {
10082 movecost = 20.0;
10083 }
10084 }
10085
10086 if( diag ) {
10087 movecost *= M_SQRT2;
10088 }
10089
10090 return static_cast<int>( movecost );
10091}
static const trait_id trait_M_IMMUNE("M_IMMUNE")
static const trait_id trait_PADDED_FEET("PADDED_FEET")
static const bionic_id bio_jointservo("bio_jointservo")
#define M_SQRT2
Definition: math_defines.h:29

References bio_jointservo, bonus_from_enchantments(), bp_foot_l, bp_foot_r, bp_leg_l, bp_leg_r, CMM_RUN, encumb(), footwear_factor(), g, Creature::get_part_hp_cur(), Creature::get_part_hp_max(), has_active_bionic(), has_bionic(), has_trait(), is_mounted(), M_SQRT2, enchant_vals::MOVE_COST, move_mode, mutation_value(), pos(), stamina_move_cost_modifier(), trait_M_IMMUNE, trait_PADDED_FEET, trait_ROOTS3, and worn_with_flag().

Referenced by draw_speed_tab(), npc::move_to(), speed_description(), speed_rating(), npc::speed_rating(), and game::walk_move().

◆ rust_rate()

int Character::rust_rate ( ) const

Returns the player's skill rust rate.

Intelligence reduces skill rust by 10% per level above 8

Definition at line 3371 of file character.cpp.

3372{
3373 const std::string &rate_option = get_option<std::string>( "SKILL_RUST" );
3374 if( rate_option == "off" ) {
3375 return 0;
3376 }
3377
3378 // Stat window shows stat effects on based on current stat
3379 int intel = get_int();
3380 /** @EFFECT_INT reduces skill rust by 10% per level above 8 */
3381 int ret = ( ( rate_option == "vanilla" || rate_option == "capped" ) ?
3382 100 : 100 + 10 * ( intel - 8 ) );
3383
3384 ret *= mutation_value( "skill_rust_multiplier" );
3385
3386 if( ret < 0 ) {
3387 ret = 0;
3388 }
3389
3390 return ret;
3391}

References get_int(), mutation_value(), and cata::hash64_detail::ret.

Referenced by do_skill_rust(), draw_stats_info(), and set_stats().

◆ scored_crit()

bool Character::scored_crit ( float  target_dodge,
const item weap 
) const

Returns true if the player scores a critical hit.

Definition at line 699 of file melee.cpp.

700{
701 return rng_float( 0, 1.0 ) < crit_chance( hit_roll(), target_dodge, weap );
702}
double crit_chance(float roll_hit, float target_dodge, const item &weap) const
Returns the chance to critical given a hit roll and target's dodge roll.
Definition: melee.cpp:712

References crit_chance(), hit_roll(), and rng_float().

Referenced by melee_attack().

◆ sees() [1/2]

bool Character::sees ( const Creature critter) const
overridevirtual

The functions check whether this creature can see the target.

The target may either be another creature (critter), or a specific point on the map.

The function that take another creature as input should check visibility of that creature (e.g. not digging, or otherwise invisible). They must than check whether the location of the other monster is visible.

Reimplemented from Creature.

Definition at line 10401 of file character.cpp.

10402{
10403 // This handles only the player/npc specific stuff (monsters don't have traits or bionics).
10404 const int dist = rl_dist( pos(), critter.pos() );
10405 if( dist <= 3 && has_active_mutation( trait_ANTENNAE ) ) {
10406 return true;
10407 }
10408
10409 return Creature::sees( critter );
10410}
virtual bool sees(const Creature &critter) const
The functions check whether this creature can see the target.
Definition: creature.cpp:202

References has_active_mutation(), Creature::pos(), pos(), rl_dist(), Creature::sees(), and trait_ANTENNAE.

◆ sees() [2/2]

bool Character::sees ( const tripoint t,
bool  is_player = false,
int  range_mod = 0 
) const
overridevirtual

Reimplemented from Creature.

Definition at line 10384 of file character.cpp.

10385{
10386 const int wanted_range = rl_dist( pos(), t );
10387 bool can_see = is_player() ? g->m.pl_sees( t, wanted_range ) :
10388 Creature::sees( t );
10389 // Clairvoyance is now pretty cheap, so we can check it early
10390 if( wanted_range < MAX_CLAIRVOYANCE && wanted_range < clairvoyance() ) {
10391 return true;
10392 }
10393
10394 if( can_see && wanted_range > unimpaired_range() ) {
10395 can_see = false;
10396 }
10397
10398 return can_see;
10399}
int unimpaired_range() const
Returns the player maximum vision range factoring in mutations, diseases, and other effects.
Definition: character.cpp:736
int clairvoyance() const
Returns the distance the player can see through walls.
Definition: character.cpp:795

References clairvoyance(), g, Creature::is_player(), MAX_CLAIRVOYANCE, pos(), rl_dist(), Creature::sees(), and unimpaired_range().

Referenced by npc::address_needs(), npc::address_player(), grid_furn_transform_queue::apply(), npc::assess_danger(), bionics_uninstall_failure(), calculate_aim_cap(), game::catch_a_monster(), game::chat(), check_mount_is_spooked(), check_mount_will_move(), npc::check_or_use_weapon_cbm(), npc::complain(), npc::do_reload(), draw_critter_internal(), game::draw_line(), game::draw_look_around_cursor(), draw_throw_aim(), npc::drop_items(), explosion_handler::emp_blast(), npc::enough_time_to_reload(), npc::execute_action(), game::extended_description(), npc::find_corpse_to_pulp(), npc::find_item(), game::find_nearby_items(), heal_actor::finish_using(), game::fling_creature(), npc::follow_distance(), game::forced_door_closing(), fungal_effects::fungalize(), generic_multi_activity_check_requirement(), get_hostile_creatures(), get_path_avoid(), game::get_player_input(), get_visible_creatures(), game::handle_action(), npc::handle_sound(), vehicle::handle_trap(), npc::heal_player(), npc::heal_self(), talk_function::hostile(), is_visible_in_range(), mdeath::jabberwock(), game::knockback(), target_ui::list_friendlies_in_lof(), game::list_items(), game::look_around(), npc::method_of_attack(), npc::move(), npc::mug_player(), iuse::note_bionics(), target_ui::panel_target_info(), npc::pick_up_item(), pl_sees(), npc::pretend_heal(), game::print_creature_info(), npc::print_info(), sounds::process_sound_markers(), npc::reach_omt_destination(), npc::regen_ai_cache(), iuse::robotcontrol(), player::search_surroundings(), npc::see_item_say_smth(), activity_handlers::spellcasting_finish(), fungal_effects::spread_fungus_one_tile(), suffer_from_schizophrenia(), game::try_get_right_click_action(), game::update_stair_monsters(), editmap::update_view_with_help(), countdown_actor::use(), and npc::use_painkiller().

◆ sees_with_infrared()

bool Character::sees_with_infrared ( const Creature critter) const

Check whether the this player can see the other creature with infrared.

This implies this player can see infrared and the target is visible with infrared (is warm). And of course a line of sight exists.

Definition at line 10174 of file character.cpp.

10175{
10176 if( !vision_mode_cache[IR_VISION] || !critter.is_warm() ) {
10177 return false;
10178 }
10179
10180 if( is_player() || critter.is_player() ) {
10181 // Players should not use map::sees
10182 // Likewise, players should not be "looked at" with map::sees, not to break symmetry
10183 return g->m.pl_line_of_sight( critter.pos(),
10185 }
10186
10187 return g->m.sees( pos(), critter.pos(), sight_range( current_daylight_level( calendar::turn ) ) );
10188}
double current_daylight_level(const time_point &p)
Returns the current seasonally-adjusted maximum daylight level.
Definition: calendar.cpp:171

References current_daylight_level(), g, IR_VISION, Creature::is_player(), Creature::is_warm(), Creature::pos(), pos(), sight_range(), calendar::turn, and vision_mode_cache.

Referenced by calculate_aim_cap(), draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ sees_with_specials()

bool Character::sees_with_specials ( const Creature critter) const

Definition at line 6407 of file character.cpp.

6408{
6409 // electroreceptors grants vision of robots and electric monsters through walls
6411 ( critter.in_species( ROBOT ) || critter.has_flag( MF_ELECTRIC ) ) ) {
6412 return true;
6413 }
6414
6415 if( critter.digging() && has_active_bionic( bio_ground_sonar ) ) {
6416 // Bypass the check below, the bionic sonar also bypasses the sees(point) check because
6417 // walls don't block sonar which is transmitted in the ground, not the air.
6418 // TODO: this might need checks whether the player is in the air, or otherwise not connected
6419 // to the ground. It also might need a range check.
6420 return true;
6421 }
6422
6423 return false;
6424}
static const trait_id trait_ELECTRORECEPTORS("ELECTRORECEPTORS")
static const species_id ROBOT("ROBOT")
static const bionic_id bio_ground_sonar("bio_ground_sonar")
virtual bool digging() const
Definition: creature.cpp:179
@ MF_ELECTRIC
Definition: mtype.h:95

References bio_ground_sonar, Creature::digging(), has_active_bionic(), Creature::has_flag(), has_trait(), Creature::in_species(), MF_ELECTRIC, ROBOT, and trait_ELECTRORECEPTORS.

Referenced by draw_critter_internal(), target_ui::panel_target_info(), pl_sees(), and game::print_all_tile_info().

◆ set_base_age()

void Character::set_base_age ( int  age)

Definition at line 6872 of file character.cpp.

6873{
6874 init_age = age;
6875}

References age(), and init_age.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_base_height()

void Character::set_base_height ( int  height)

Definition at line 6901 of file character.cpp.

6902{
6904}

References height(), and init_height.

Referenced by debug_menu::character_edit_menu(), and set_description().

◆ set_check_encumbrance()

void Character::set_check_encumbrance ( bool  new_check)
inline

Definition at line 2005 of file character.h.

2005 {
2006 check_encumbrance = new_check;
2007 }

References check_encumbrance.

◆ set_destination()

void Character::set_destination ( const std::vector< tripoint > &  route,
const player_activity new_destination_activity = player_activity() 
)

◆ set_destination_activity()

void Character::set_destination_activity ( const player_activity new_destination_activity)

Definition at line 1008 of file character.cpp.

1009{
1010 destination_activity = new_destination_activity;
1011}

References destination_activity.

Referenced by set_destination().

◆ set_dex_bonus()

void Character::set_dex_bonus ( int  ndex)
virtual

Definition at line 4143 of file character.cpp.

4144{
4145 dex_bonus = ndex;
4146 dex_cur = std::max( 0, dex_max + dex_bonus );
4147}

References dex_bonus, dex_cur, and dex_max.

◆ set_fac_id()

void Character::set_fac_id ( const std::string &  my_fac_id)

Definition at line 7858 of file character.cpp.

7859{
7860 fac_id = faction_id( my_fac_id );
7861}
faction_id fac_id
Definition: character.h:2185
string_id< faction > faction_id
Definition: clzones.h:30

References fac_id.

Referenced by npc_template::load().

◆ set_fatigue()

void Character::set_fatigue ( int  nfatigue)
virtual

Definition at line 4424 of file character.cpp.

4425{
4426 nfatigue = std::max( nfatigue, 0 );
4427 if( fatigue != nfatigue ) {
4428 fatigue = nfatigue;
4429 on_stat_change( "fatigue", fatigue );
4430 }
4431}

References fatigue, and on_stat_change().

Referenced by npc::address_needs(), debug_menu::character_edit_menu(), check_needs_extremes(), player::environmental_revert_effect(), basecamp::finish_return(), player::hardcoded_effects(), mod_fatigue(), and update_needs().

◆ set_healthy()

void Character::set_healthy ( int  nhealthy)
virtual

Setters for health values exclusive to characters.

Definition at line 4226 of file character.cpp.

4227{
4228 healthy = nhealthy;
4229}

References healthy.

Referenced by debug_menu::character_edit_menu(), and player::environmental_revert_effect().

◆ set_healthy_mod()

void Character::set_healthy_mod ( int  nhealthy_mod)
virtual

Definition at line 4238 of file character.cpp.

4239{
4240 healthy_mod = nhealthy_mod;
4241}

References healthy_mod.

Referenced by debug_menu::character_edit_menu(), player::environmental_revert_effect(), suffer_from_radiation(), update_health(), and vomit().

◆ set_highest_cat_level()

void Character::set_highest_cat_level ( )

Recalculates mutation_category_level[] values for the player.

Definition at line 7902 of file character.cpp.

7903{
7905
7906 // For each of our mutations...
7907 for( const trait_id &mut : get_mutations() ) {
7908 // ...build up a map of all prerequisite/replacement mutations along the tree, along with their distance from the current mutation
7909 std::unordered_map<trait_id, int> dependency_map;
7910 build_mut_dependency_map( mut, dependency_map, 0 );
7911
7912 // Then use the map to set the category levels
7913 for( const std::pair<const trait_id, int> &i : dependency_map ) {
7914 const mutation_branch &mdata = i.first.obj();
7915 if( !mdata.flags.count( "NON_THRESH" ) ) {
7916 for( const std::string &cat : mdata.category ) {
7917 // Decay category strength based on how far it is from the current mutation
7918 mutation_category_level[cat] += 8 / static_cast<int>( std::pow( 2, i.second ) );
7919 }
7920 }
7921 }
7922 }
7923}

References build_mut_dependency_map(), mutation_branch::category, mutation_branch::flags, get_mutations(), and mutation_category_level.

Referenced by avatar::load(), mutate_towards(), remove_mutation(), and game::start_game().

◆ set_int_bonus()

void Character::set_int_bonus ( int  nint)
virtual

Definition at line 4153 of file character.cpp.

4154{
4155 int_bonus = nint;
4156 int_cur = std::max( 0, int_max + int_bonus );
4157}

References int_bonus, int_cur, and int_max.

◆ set_max_power_level()

void Character::set_max_power_level ( const units::energy npower_max)

Definition at line 1971 of file character.cpp.

1972{
1973 max_power_level = npower_max;
1974}

References max_power_level.

Referenced by bionics_install_failure(), and player::player().

◆ set_movement_mode()

virtual void Character::set_movement_mode ( character_movemode  mode)
pure virtual

Implemented in avatar, and npc.

Referenced by dismount().

◆ set_mutation()

◆ set_painkiller()

void Character::set_painkiller ( int  npkill)

Sets intensity of painkillers

Definition at line 9761 of file character.cpp.

9762{
9763 npkill = std::max( npkill, 0 );
9764 if( pkill != npkill ) {
9765 const int prev_pain = get_perceived_pain();
9766 pkill = npkill;
9767 on_stat_change( "pkill", pkill );
9768 const int cur_pain = get_perceived_pain();
9769
9770 if( cur_pain != prev_pain ) {
9771 react_to_felt_pain( cur_pain - prev_pain );
9772 on_stat_change( "perceived_pain", cur_pain );
9773 }
9774 }
9775}
void react_to_felt_pain(int intensity)
Definition: character.cpp:844

References Creature::get_perceived_pain(), on_stat_change(), pkill, and react_to_felt_pain().

Referenced by activate_bionic(), player::environmental_revert_effect(), mod_painkiller(), iuse::smoking(), and iuse::weed_cake().

◆ set_per_bonus()

void Character::set_per_bonus ( int  nper)
virtual

Definition at line 4148 of file character.cpp.

4149{
4150 per_bonus = nper;
4151 per_cur = std::max( 0, per_max + per_bonus );
4152}

References per_bonus, per_cur, and per_max.

◆ set_power_level()

void Character::set_power_level ( const units::energy npower)

Definition at line 1966 of file character.cpp.

1967{
1968 power_level = std::min( npower, max_power_level );
1969}

References max_power_level, and power_level.

Referenced by activate_bionic(), avatar::create(), mod_power_level(), and player::player().

◆ set_rad()

void Character::set_rad ( int  new_rad)

◆ set_skill_level()

void Character::set_skill_level ( const skill_id ident,
int  level 
)

◆ set_sleep_deprivation()

void Character::set_sleep_deprivation ( int  nsleep_deprivation)
virtual

Definition at line 4433 of file character.cpp.

4434{
4435 sleep_deprivation = std::min( static_cast< int >( sleep_deprivation_levels::massive ), std::max( 0,
4436 nsleep_deprivation ) );
4437}

References massive, and sleep_deprivation.

Referenced by debug_menu::character_edit_menu(), player::environmental_revert_effect(), basecamp::finish_return(), mod_sleep_deprivation(), and update_needs().

◆ set_stamina()

◆ set_stashed_activity()

void Character::set_stashed_activity ( const player_activity act,
const player_activity act_back = player_activity() 
)

Definition at line 969 of file character.cpp.

970{
972 stashed_outbounds_backlog = act_back;
973}

References act, stashed_outbounds_activity, and stashed_outbounds_backlog.

◆ set_stim()

void Character::set_stim ( int  new_stim)

Definition at line 7147 of file character.cpp.

7148{
7149 stim = new_stim;
7150}

References stim.

Referenced by activate_bionic(), player::environmental_revert_effect(), modify_stimulation(), and update_needs().

◆ set_stored_kcal()

void Character::set_stored_kcal ( int  kcal)
virtual

Setters for need values exclusive to characters.

Definition at line 4294 of file character.cpp.

4295{
4296 if( stored_calories != kcal ) {
4297 stored_calories = std::min( kcal, max_stored_kcal() );
4298 }
4299}

References max_stored_kcal(), and stored_calories.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), avatar::create(), player::environmental_revert_effect(), marloss_common(), mod_stored_kcal(), and update_stomach().

◆ set_str_bonus()

void Character::set_str_bonus ( int  nstr)
virtual

Setters for stats exclusive to characters.

Definition at line 4138 of file character.cpp.

4139{
4140 str_bonus = nstr;
4141 str_cur = std::max( 0, str_max + str_bonus );
4142}

References str_bonus, str_cur, and str_max.

◆ set_thirst()

void Character::set_thirst ( int  nthirst)
virtual

Definition at line 4406 of file character.cpp.

4407{
4408 if( thirst != nthirst ) {
4409 thirst = nthirst;
4410 on_stat_change( "thirst", thirst );
4411 }
4412}

References on_stat_change(), and thirst.

Referenced by debug_menu::character_edit_menu(), npc::consume_food(), npc::consume_food_from_camp(), player::environmental_revert_effect(), basecamp::finish_return(), mod_thirst(), update_stomach(), and vomit().

◆ set_time_died()

void Character::set_time_died ( const time_point time)
inline

set the turn the turn the character died if not already done

Definition at line 1470 of file character.h.

1470 {
1472 time_died = time;
1473 }
1474 }

References calendar::before_time_starts, and time_died.

Referenced by die().

◆ set_type_of_scent()

void Character::set_type_of_scent ( const scenttype_id id)

Definition at line 8732 of file character.cpp.

8733{
8734 type_of_scent = id;
8735}

References id, and type_of_scent.

Referenced by restore_scent(), update_type_of_scent(), and change_scent_iuse::use().

◆ setID()

void Character::setID ( character_id  i,
bool  force = false 
)

Definition at line 459 of file character.cpp.

460{
461 if( id.is_valid() && !force ) {
462 debugmsg( "tried to set id of a npc/player, but has already a id: %d", id.get_value() );
463 } else if( !i.is_valid() && !force ) {
464 debugmsg( "tried to set invalid id of a npc/player: %d", i.get_value() );
465 } else {
466 id = i;
467 }
468}
bool is_valid() const
Definition: character_id.h:19
int get_value() const
Definition: character_id.h:23

References debugmsg, character_id::get_value(), Creature::get_value(), and character_id::is_valid().

Referenced by player::load(), game::load(), npc::randomize(), and game::start_game().

◆ setpos()

◆ setx()

void Character::setx ( int  x)
inline

◆ sety()

void Character::sety ( int  y)
inline

◆ setz()

void Character::setz ( int  z)
inline

Definition at line 853 of file character.h.

853 {
854 setpos( tripoint( position.xy(), z ) );
855 }

References position, setpos(), and tripoint::xy().

Referenced by start_location::place_player(), and game::vertical_shift().

◆ shift_destination()

void Character::shift_destination ( const point shift)

Definition at line 10310 of file character.cpp.

10311{
10313 *next_expected_position += shift;
10314 }
10315
10316 for( auto &elem : auto_move_route ) {
10317 elem += shift;
10318 }
10319}

References auto_move_route, and next_expected_position.

Referenced by game::update_map().

◆ shoe_type_count()

int Character::shoe_type_count ( const itype_id it) const

Returns 1 if the player is wearing an item of that count on one foot, 2 if on both, and zero if on neither.

Definition at line 8923 of file character.cpp.

8924{
8925 int ret = 0;
8926 if( is_wearing_on_bp( it, bodypart_id( "foot_l" ) ) ) {
8927 ret++;
8928 }
8929 if( is_wearing_on_bp( it, bodypart_id( "foot_r" ) ) ) {
8930 ret++;
8931 }
8932 return ret;
8933}
bool is_wearing_on_bp(const itype_id &it, const bodypart_id &bp) const
Returns true if the player is wearing the item on the given body part.
Definition: character.cpp:3231

References is_wearing_on_bp(), and cata::hash64_detail::ret.

Referenced by avatar_action::swim(), and game::vertical_move().

◆ short_description()

std::string Character::short_description ( ) const

Definition at line 10299 of file character.cpp.

10300{
10301 return join( short_description_parts(), "; " );
10302}
std::vector< std::string > short_description_parts() const
arg_join< It, Sentinel, char > join(It begin, Sentinel end, string_view sep)
Returns an object that formats the iterator range [begin, end) with elements separated by sep.

References join(), and short_description_parts().

◆ short_description_parts()

std::vector< std::string > Character::short_description_parts ( ) const

Definition at line 10275 of file character.cpp.

10276{
10277 std::vector<std::string> result;
10278
10279 std::string gender = male ? _( "male" ) : _( "female" );
10280 result.push_back( name + ", " + gender );
10281 if( is_armed() ) {
10282 result.push_back( _( "Wielding: " ) + weapon.tname() );
10283 }
10284 const std::string worn_str = enumerate_as_string( worn.begin(), worn.end(),
10285 []( const item & it ) {
10286 return it.tname();
10287 } );
10288 if( !worn_str.empty() ) {
10289 result.push_back( _( "Wearing: " ) + worn_str );
10290 }
10291 const int visibility_cap = 0; // no cap
10292 const auto trait_str = visible_mutations( visibility_cap );
10293 if( !trait_str.empty() ) {
10294 result.push_back( _( "Traits: " ) + trait_str );
10295 }
10296 return result;
10297}
std::string visible_mutations(int visibility_cap) const
Returns an enumeration of visible mutations with colors.
Definition: mutation.cpp:1753

References _, enumerate_as_string(), is_armed(), male, name, item::tname(), visible_mutations(), weapon, and worn.

Referenced by short_description().

◆ shout()

void Character::shout ( std::string  msg = "",
bool  order = false 
)

Definition at line 7710 of file character.cpp.

7711{
7712 int base = 10;
7713 std::string shout;
7714
7715 // You can't shout without your face
7716 if( has_trait( trait_PROF_FOODP ) && !( is_wearing( itype_id( "foodperson_mask" ) ) ||
7717 is_wearing( itype_id( "foodperson_mask_on" ) ) ) ) {
7718 add_msg_if_player( m_warning, _( "You try to shout but you have no face!" ) );
7719 return;
7720 }
7721
7722 // Mutations make shouting louder, they also define the default message
7723 if( has_trait( trait_SHOUT3 ) ) {
7724 base = 20;
7725 if( msg.empty() ) {
7726 msg = is_player() ? _( "yourself let out a piercing howl!" ) : _( "a piercing howl!" );
7727 shout = "howl";
7728 }
7729 } else if( has_trait( trait_SHOUT2 ) ) {
7730 base = 15;
7731 if( msg.empty() ) {
7732 msg = is_player() ? _( "yourself scream loudly!" ) : _( "a loud scream!" );
7733 shout = "scream";
7734 }
7735 }
7736
7737 if( msg.empty() ) {
7738 msg = is_player() ? _( "yourself shout loudly!" ) : _( "a loud shout!" );
7739 shout = "default";
7740 }
7741 int noise = get_shout_volume();
7742
7743 // Minimum noise volume possible after all reductions.
7744 // Volume 1 can't be heard even by player
7745 constexpr int minimum_noise = 2;
7746
7747 if( noise <= base ) {
7748 std::string dampened_shout;
7749 std::transform( msg.begin(), msg.end(), std::back_inserter( dampened_shout ), tolower );
7750 msg = std::move( dampened_shout );
7751 }
7752
7753 // Screaming underwater is not good for oxygen and harder to do overall
7754 if( underwater ) {
7756 mod_stat( "oxygen", -noise );
7757 }
7758 }
7759
7760 const int penalty = encumb( bp_mouth ) * 3 / 2;
7761 // TODO: indistinct noise descriptions should be handled in the sounds code
7762 if( noise <= minimum_noise ) {
7764 _( "The sound of your voice is almost completely muffled!" ) );
7765 msg = is_player() ? _( "your muffled shout" ) : _( "an indistinct voice" );
7766 } else if( noise * 2 <= noise + penalty ) {
7767 // The shout's volume is 1/2 or lower of what it would be without the penalty
7768 add_msg_if_player( m_warning, _( "The sound of your voice is significantly muffled!" ) );
7769 }
7770
7772 "shout", shout );
7773}
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")
void shout(std::string msg="", bool order=false)
Definition: character.cpp:7710
int get_shout_volume() const
Definition: character.cpp:7667
bool move(avatar &you, map &m, const tripoint &d)
void transform(player &p, const tripoint &pos)
Transform the examined object into the object specified by its transforms_into property.
Definition: iexamine.cpp:1574

References _, Creature::add_msg_if_player(), sounds::alert, bp_mouth, encumb(), get_shout_volume(), has_trait(), Creature::is_player(), is_wearing(), itype_id, m_warning, mod_stat(), avatar_action::move(), noise, sounds::order, pos(), shout(), sounds::sound(), trait_GILLS, trait_GILLS_CEPH, trait_PROF_FOODP, trait_SHOUT2, trait_SHOUT3, iexamine::transform(), and Creature::underwater.

Referenced by game::chat(), dialogue::dynamic_line(), shout(), suffer_from_schizophrenia(), and suffer_while_awake().

◆ sight_impaired()

bool Character::sight_impaired ( ) const

◆ sight_range()

int Character::sight_range ( int  light_level) const
overridevirtual

Returns the player's sight range.

Implements Creature.

Definition at line 712 of file character.cpp.

713{
714 if( light_level == 0 ) {
715 return 1;
716 }
717 /* Via Beer-Lambert we have:
718 * light_level * (1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance) ) <= LIGHT_AMBIENT_LOW
719 * Solving for distance:
720 * 1 / exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) <= LIGHT_AMBIENT_LOW / light_level
721 * 1 <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW / light_level
722 * light_level <= exp( LIGHT_TRANSPARENCY_OPEN_AIR * distance ) * LIGHT_AMBIENT_LOW
723 * log(light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance + log(LIGHT_AMBIENT_LOW)
724 * log(light_level) - log(LIGHT_AMBIENT_LOW) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
725 * log(LIGHT_AMBIENT_LOW / light_level) <= LIGHT_TRANSPARENCY_OPEN_AIR * distance
726 * log(LIGHT_AMBIENT_LOW / light_level) * (1 / LIGHT_TRANSPARENCY_OPEN_AIR) <= distance
727 */
728 int range = static_cast<int>( -std::log( get_vision_threshold( static_cast<int>
729 ( g->m.ambient_light_at( pos() ) ) ) / static_cast<float>( light_level ) ) *
730 ( 1.0 / LIGHT_TRANSPARENCY_OPEN_AIR ) );
731
732 // Clamp to [1, sight_max].
733 return clamp( range, 1, sight_max );
734}
float get_vision_threshold(float light_level) const
Returns the apparent light level at which the player can see.
Definition: character.cpp:1798
static constexpr float LIGHT_TRANSPARENCY_OPEN_AIR
Definition: lightmap.h:36

References clamp(), g, get_vision_threshold(), LIGHT_TRANSPARENCY_OPEN_AIR, pos(), and sight_max.

Referenced by game::calc_driving_offset(), overmap_sight_range(), sees_with_infrared(), and editmap::update_view_with_help().

◆ skin_name()

std::string Character::skin_name ( ) const
overridevirtual

Returns the name of the player's outer layer, e.g.

"armor plates"

Implements Creature.

Definition at line 554 of file character.cpp.

555{
556 // TODO: Return actual deflecting layer name
557 return _( "armor" );
558}

References _.

◆ sound_hallu()

void Character::sound_hallu ( )

Creates an auditory hallucination.

Definition at line 1706 of file suffer.cpp.

1707{
1708 // Random 'dangerous' sound from a random direction
1709 // 1/5 chance to be a loud sound
1710 std::vector<std::string> dir{ "north",
1711 "northeast",
1712 "northwest",
1713 "south",
1714 "southeast",
1715 "southwest",
1716 "east",
1717 "west" };
1718
1719 std::vector<std::string> dirz{ "and above you ", "and below you " };
1720
1721 std::vector<std::tuple<std::string, std::string, std::string>> desc{
1722 std::make_tuple( "whump!", "smash_fail", "t_door_c" ),
1723 std::make_tuple( "crash!", "smash_success", "t_door_c" ),
1724 std::make_tuple( "glass breaking!", "smash_success", "t_window_domestic" ) };
1725
1726 std::vector<std::tuple<std::string, std::string, std::string>> desc_big{
1727 std::make_tuple( "huge explosion!", "explosion", "default" ),
1728 std::make_tuple( "bang!", "fire_gun", "glock_19" ),
1729 std::make_tuple( "blam!", "fire_gun", "mossberg_500" ),
1730 std::make_tuple( "crash!", "smash_success", "t_wall" ),
1731 std::make_tuple( "SMASH!", "smash_success", "t_wall" ) };
1732
1733 std::string i_dir = dir[rng( 0, dir.size() - 1 )];
1734
1735 if( one_in( 10 ) ) {
1736 i_dir += " " + dirz[rng( 0, dirz.size() - 1 )];
1737 }
1738
1739 std::string i_desc;
1740 std::pair<std::string, std::string> i_sound;
1741 if( one_in( 5 ) ) {
1742 int r_int = rng( 0, desc_big.size() - 1 );
1743 i_desc = std::get<0>( desc_big[r_int] );
1744 i_sound = std::make_pair( std::get<1>( desc_big[r_int] ), std::get<2>( desc_big[r_int] ) );
1745 } else {
1746 int r_int = rng( 0, desc.size() - 1 );
1747 i_desc = std::get<0>( desc[r_int] );
1748 i_sound = std::make_pair( std::get<1>( desc[r_int] ), std::get<2>( desc[r_int] ) );
1749 }
1750
1751 add_msg( m_warning, _( "From the %1$s you hear %2$s" ), i_dir, i_desc );
1752 sfx::play_variant_sound( i_sound.first, i_sound.second, rng( 20, 80 ) );
1753}
void play_variant_sound(const std::string &id, const std::string &variant, int volume, units::angle angle, double pitch_min=-1.0, double pitch_max=-1.0)
Definition: sounds.cpp:1590

References _, add_msg(), m_warning, one_in(), sfx::play_variant_sound(), and rng().

Referenced by player::hardcoded_effects(), and suffer_from_schizophrenia().

◆ speed_rating()

float Character::speed_rating ( ) const
overridevirtual

Returns an approximate number of tiles this creature can travel per turn.

Implements Creature.

Reimplemented in npc.

Definition at line 9963 of file character.cpp.

9964{
9965 float ret = get_speed() / 100.0f;
9966 ret *= 100.0f / run_cost( 100, false );
9967 // Adjustment for player being able to run, but not doing so at the moment
9968 if( move_mode != CMM_RUN ) {
9969 ret *= 1.0f + ( static_cast<float>( get_stamina() ) / static_cast<float>( get_stamina_max() ) );
9970 }
9971 return ret;
9972}
int run_cost(int base_cost, bool diag=false) const
Returns the player's modified base movement cost.
Definition: character.cpp:9988
int get_speed() const override
Definition: character.cpp:4108

References CMM_RUN, get_speed(), get_stamina(), get_stamina_max(), move_mode, cata::hash64_detail::ret, and run_cost().

◆ spores()

void Character::spores ( )

Definition at line 8754 of file character.cpp.

8755{
8756 fungal_effects fe( *g, g->m );
8757 //~spore-release sound
8758 sounds::sound( pos(), 10, sounds::sound_t::combat, _( "Pouf!" ), false, "misc", "puff" );
8759 for( const tripoint &sporep : g->m.points_in_radius( pos(), 1 ) ) {
8760 if( sporep == pos() ) {
8761 continue;
8762 }
8763 fe.fungalize( sporep, this, 0.25 );
8764 }
8765}

References _, sounds::combat, fungal_effects::fungalize(), g, pos(), and sounds::sound().

Referenced by activate_mutation(), player::hardcoded_effects(), and suffer_while_awake().

◆ stamina_move_cost_modifier()

float Character::stamina_move_cost_modifier ( ) const

Definition at line 7238 of file character.cpp.

7239{
7240 // Both walk and run speed drop to half their maximums as stamina approaches 0.
7241 // Convert stamina to a float first to allow for decimal place carrying
7242 float stamina_modifier = ( static_cast<float>( get_stamina() ) / get_stamina_max() + 1 ) / 2;
7243 if( move_mode == CMM_RUN && get_stamina() >= 0 ) {
7244 // Rationale: Average running speed is 2x walking speed. (NOT sprinting)
7245 stamina_modifier *= 2.0;
7246 }
7247 if( move_mode == CMM_CROUCH ) {
7248 stamina_modifier *= 0.5;
7249 }
7250 return stamina_modifier;
7251}
@ CMM_CROUCH
Definition: character.h:99

References CMM_CROUCH, CMM_RUN, get_stamina(), get_stamina_max(), and move_mode.

Referenced by burn_move_stamina(), and run_cost().

◆ start_destination_activity()

void Character::start_destination_activity ( )

Definition at line 10473 of file character.cpp.

10474{
10475 if( !has_destination_activity() ) {
10476 debugmsg( "Tried to start invalid destination activity" );
10477 return;
10478 }
10479
10482}
void clear_destination()
bool has_destination_activity() const

References assign_activity(), clear_destination(), debugmsg, get_destination_activity(), and has_destination_activity().

Referenced by game::handle_action(), and npc::move().

◆ start_hauling()

void Character::start_hauling ( )

Definition at line 9142 of file character.cpp.

9143{
9144 add_msg( _( "You start hauling items along the ground." ) );
9145 if( is_armed() ) {
9146 add_msg( m_warning, _( "Your hands are not free, which makes hauling slower." ) );
9147 }
9148 hauling = true;
9149}

References _, add_msg(), hauling, is_armed(), and m_warning.

Referenced by haul().

◆ stop_hauling()

void Character::stop_hauling ( )

Definition at line 9151 of file character.cpp.

9152{
9153 add_msg( _( "You stop hauling items." ) );
9154 hauling = false;
9155 if( has_activity( ACT_MOVE_ITEMS ) ) {
9157 }
9158}

References _, ACT_MOVE_ITEMS, add_msg(), cancel_activity(), has_activity(), and hauling.

Referenced by cancel_activity(), haul(), game::place_player(), avatar::set_movement_mode(), and game::vertical_move().

◆ store()

void Character::store ( JsonOut json) const
protected

Load variables from json into object.

These variables are common to both the avatar and NPCs.

Definition at line 626 of file savegame_json.cpp.

627{
628 Creature::store( json );
629
630 // assumes already in Character object
631 // positional data
632 json.member( "posx", position.x );
633 json.member( "posy", position.y );
634 json.member( "posz", position.z );
635
636 // stat
637 json.member( "str_cur", str_cur );
638 json.member( "str_max", str_max );
639 json.member( "dex_cur", dex_cur );
640 json.member( "dex_max", dex_max );
641 json.member( "int_cur", int_cur );
642 json.member( "int_max", int_max );
643 json.member( "per_cur", per_cur );
644 json.member( "per_max", per_max );
645
646 json.member( "str_bonus", str_bonus );
647 json.member( "dex_bonus", dex_bonus );
648 json.member( "per_bonus", per_bonus );
649 json.member( "int_bonus", int_bonus );
650
651 json.member( "base_age", init_age );
652 json.member( "base_height", init_height );
653
654 json.member( "custom_profession", custom_profession );
655
656 // health
657 json.member( "healthy", healthy );
658 json.member( "healthy_mod", healthy_mod );
659 json.member( "healed_24h", healed_total );
660
661 // status
662 json.member( "temp_cur", temp_cur );
663 json.member( "temp_conv", temp_conv );
664 json.member( "frostbite_timer", frostbite_timer );
665 json.member( "body_wetness", body_wetness );
666
667 // needs
668 json.member( "thirst", thirst );
669 json.member( "fatigue", fatigue );
670 json.member( "sleep_deprivation", sleep_deprivation );
671 json.member( "stored_calories", stored_calories );
672 json.member( "radiation", radiation );
673 json.member( "stamina", stamina );
674 json.member( "vitamin_levels", vitamin_levels );
675 json.member( "pkill", pkill );
676 json.member( "omt_path", omt_path );
677 json.member( "consumption_history", consumption_history );
678
679 // crafting etc
680 json.member( "destination_activity", destination_activity );
681 json.member( "activity", activity );
682 json.member( "stashed_outbounds_activity", stashed_outbounds_activity );
683 json.member( "stashed_outbounds_backlog", stashed_outbounds_backlog );
684 json.member( "backlog", backlog );
685 json.member( "activity_vehicle_part_index", activity_vehicle_part_index ); // NPC activity
686
687 // handling for storing activity requirements
688 if( !backlog.empty() && !backlog.front().str_values.empty() && ( ( activity &&
689 activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) || ( destination_activity &&
690 destination_activity.id() == activity_id( "ACT_FETCH_REQUIRED" ) ) ) ) {
691 requirement_data things_to_fetch = requirement_id( backlog.front().str_values.back() ).obj();
692 json.member( "fetch_data", things_to_fetch );
693 }
694
695 json.member( "stim", stim );
696 json.member( "type_of_scent", type_of_scent );
697
698 // breathing
699 json.member( "underwater", underwater );
700 json.member( "oxygen", oxygen );
701
702 // traits: permanent 'mutations' more or less
703 json.member( "traits", my_traits );
704 json.member( "mutations", my_mutations );
705 json.member( "magic", magic );
706 json.member( "martial_arts_data", martial_arts_data );
707 // "Fracking Toasters" - Saul Tigh, toaster
708 json.member( "my_bionics", *my_bionics );
709
710 json.member_as_string( "move_mode", move_mode );
711
712 // storing the mount
713 if( is_mounted() ) {
714 json.member( "mounted_creature", g->critter_tracker->temporary_id( *mounted_creature ) );
715 }
716
717 morale->store( json );
718
719 // skills
720 json.member( "skills" );
721 json.start_object();
722 for( const auto &pair : *_skills ) {
723 json.member( pair.first.str(), pair.second );
724 }
725 json.end_object();
726
727 // npc; unimplemented
728 if( power_level < 1_kJ ) {
729 json.member( "power_level", std::to_string( units::to_joule( power_level ) ) + " J" );
730 } else {
731 json.member( "power_level", units::to_kilojoule( power_level ) );
732 }
733 json.member( "max_power_level", units::to_kilojoule( max_power_level ) );
734
735 if( !overmap_time.empty() ) {
736 json.member( "overmap_time" );
737 json.start_array();
738 for( const std::pair<const point_abs_omt, time_duration> &pr : overmap_time ) {
739 json.write( pr.first );
740 json.write( pr.second );
741 }
742 json.end_array();
743 }
744 json.member( "stomach", stomach );
745 json.member( "automoveroute", auto_move_route );
746 json.member( "known_traps" );
747 json.start_array();
748 for( const auto &elem : known_traps ) {
749 json.start_object();
750 json.member( "x", elem.first.x );
751 json.member( "y", elem.first.y );
752 json.member( "z", elem.first.z );
753 json.member( "trap", elem.second );
754 json.end_object();
755 }
756 json.end_array();
757}
void store(JsonOut &jsout) const
These two functions are responsible for storing and loading the members of this class to/from json da...
void member_as_string(const std::string &name, const T &value)
Definition: json.h:751
void end_array()
Definition: json.cpp:1961
void start_array(bool wrap=false)
Definition: json.cpp:1950
void start_object(bool wrap=false)
Definition: json.cpp:1931
void write(T val)
Definition: json.h:620
void end_object()
Definition: json.cpp:1942
void member(const std::string &name)
Definition: json.cpp:2046

References _skills, activity, activity_vehicle_part_index, auto_move_route, backlog, body_wetness, consumption_history, custom_profession, destination_activity, dex_bonus, dex_cur, dex_max, JsonOut::end_array(), JsonOut::end_object(), fatigue, frostbite_timer, g, healed_total, healthy, healthy_mod, player_activity::id(), init_age, init_height, int_bonus, int_cur, int_max, is_mounted(), known_traps, magic, martial_arts_data, max_power_level, JsonOut::member(), JsonOut::member_as_string(), morale, mounted_creature, move_mode, my_bionics, my_mutations, my_traits, string_id< T >::obj(), omt_path, overmap_time, oxygen, per_bonus, per_cur, per_max, pkill, position, power_level, radiation, sleep_deprivation, stamina, JsonOut::start_array(), JsonOut::start_object(), stashed_outbounds_activity, stashed_outbounds_backlog, stim, stomach, Creature::store(), stored_calories, str_bonus, str_cur, str_max, temp_conv, temp_cur, thirst, units::to_joule(), units::to_kilojoule(), to_string(), type_of_scent, Creature::underwater, vitamin_levels, JsonOut::write(), tripoint::x, tripoint::y, and tripoint::z.

Referenced by monster::serialize(), avatar::serialize(), npc::serialize(), and player::store().

◆ suffer()

void Character::suffer ( )

Handles a large number of timers decrementing and other randomized effects.

Definition at line 1467 of file suffer.cpp.

1468{
1469 const int current_stim = get_stim();
1470 // TODO: Remove this section and encapsulate hp_cur
1471 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
1472 if( elem.second.get_hp_cur() <= 0 ) {
1473 add_effect( effect_disabled, 1_turns, elem.first->token );
1474 }
1475 }
1476
1477 for( size_t i = 0; i < get_bionics().size(); i++ ) {
1478 process_bionic( i );
1479 }
1480
1481 for( std::pair<const trait_id, Character::trait_data> &mut : my_mutations ) {
1482 const mutation_branch &mdata = mut.first.obj();
1483 if( calendar::once_every( 1_minutes ) ) {
1484 suffer_water_damage( mdata );
1485 }
1486 Character::trait_data &tdata = mut.second;
1487 if( tdata.powered ) {
1488 suffer_mutation_power( mdata, tdata );
1489 }
1490 }
1491
1492 if( underwater ) {
1494 }
1495
1497
1498 if( !in_sleep_state() ) {
1499 suffer_while_awake( current_stim );
1500 } // Done with while-awake-only effects
1501
1502 if( has_trait( trait_ASTHMA ) ) {
1503 suffer_from_asthma( current_stim );
1504 }
1505
1511 suffer_from_stimulants( current_stim );
1513 // Stimulants can lessen the PERCEIVED effects of sleep deprivation, but
1514 // they do nothing to cure it. As such, abuse is even more dangerous now.
1515 if( current_stim > 0 ) {
1516 // 100% of blacking out = 20160sd ; Max. stim modifier = 12500sd @ 250stim
1517 // Note: Very high stim already has its own slew of bad effects,
1518 // so the "useful" part of this bonus is actually lower.
1519 sleep_deprivation -= current_stim * 50;
1520 }
1521
1524 //Suffer from enchantments
1525 enchantment_cache->activate_passive( *this );
1526
1527 if( calendar::once_every( 1_hours ) ) {
1529 }
1530}
void suffer_in_sunlight()
Definition: suffer.cpp:714
void suffer_from_artifacts()
Definition: suffer.cpp:1312
void suffer_from_addictions()
Definition: suffer.cpp:273
void suffer_from_stimulants(int current_stim)
Definition: suffer.cpp:1334
void process_bionic(int b)
Handles bionic effects over time of the entered bionic.
Definition: bionics.cpp:1522
void suffer_water_damage(const mutation_branch &mdata)
suffer() subcalls
Definition: suffer.cpp:182
void suffer_from_pain()
Definition: suffer.cpp:1463
void suffer_while_awake(int current_stim)
Definition: suffer.cpp:300
void suffer_from_other_mutations()
Definition: suffer.cpp:941
void suffer_mutation_power(const mutation_branch &mdata, Character::trait_data &tdata)
Definition: suffer.cpp:202
void suffer_without_sleep(int sleep_deprivation)
Definition: suffer.cpp:1376
void suffer_while_underwater()
Definition: suffer.cpp:250
void suffer_from_bad_bionics()
Definition: suffer.cpp:1222
void suffer_from_radiation()
Definition: suffer.cpp:1049
void suffer_from_asthma(int current_stim)
Definition: suffer.cpp:613
bool powered
Whether the mutation is activated.
Definition: character.h:2100
static const efftype_id effect_accumulated_mutagen("accumulated_mutagen")
static const efftype_id effect_disabled("disabled")
static const trait_id trait_ASTHMA("ASTHMA")

References Creature::add_effect(), effect_accumulated_mutagen, effect_disabled, enchantment_cache, get_bionics(), Creature::get_body(), get_sleep_deprivation(), get_stim(), has_trait(), in_sleep_state(), my_mutations, num_bp, calendar::once_every(), Character::trait_data::powered, process_bionic(), sleep_deprivation, suffer_from_addictions(), suffer_from_artifacts(), suffer_from_asthma(), suffer_from_bad_bionics(), suffer_from_other_mutations(), suffer_from_pain(), suffer_from_radiation(), suffer_from_stimulants(), suffer_in_sunlight(), suffer_mutation_power(), suffer_water_damage(), suffer_while_awake(), suffer_while_underwater(), suffer_without_sleep(), trait_ASTHMA, and Creature::underwater.

Referenced by player::process_turn().

◆ suffer_from_addictions()

void Character::suffer_from_addictions ( )
private

Definition at line 273 of file suffer.cpp.

274{
275 time_duration timer = -6_hours;
276 if( has_trait( trait_ADDICTIVE ) ) {
277 timer = -10_hours;
278 } else if( has_trait( trait_NONADDICTIVE ) ) {
279 timer = -3_hours;
280 }
281 for( addiction &cur_addiction : addictions ) {
282 if( cur_addiction.sated <= 0_turns &&
283 cur_addiction.intensity >= MIN_ADDICTION_LEVEL ) {
284 addict_effect( *this, cur_addiction );
285 }
286 cur_addiction.sated -= 1_turns;
287 // Higher intensity addictions heal faster
288 if( cur_addiction.sated - 10_minutes * cur_addiction.intensity < timer ) {
289 if( cur_addiction.intensity <= 2 ) {
290 rem_addiction( cur_addiction.type );
291 break;
292 } else {
293 cur_addiction.intensity--;
294 cur_addiction.sated = 0_turns;
295 }
296 }
297 }
298}
void addict_effect(Character &u, addiction &add)
Definition: addiction.cpp:57
constexpr int MIN_ADDICTION_LEVEL
Definition: addiction.h:13
void rem_addiction(add_type type)
Removes an addition from the player.
Definition: suffer.cpp:1946

References addict_effect(), addictions, has_trait(), MIN_ADDICTION_LEVEL, rem_addiction(), trait_ADDICTIVE, and trait_NONADDICTIVE.

Referenced by suffer().

◆ suffer_from_artifacts()

void Character::suffer_from_artifacts ( )
private

Definition at line 1312 of file suffer.cpp.

1313{
1314 // Artifact effects
1316 add_effect( effect_attention, 3_turns );
1317 }
1318
1320 get_weather().weather_id->precip < precip_class::heavy ) {
1324 }
1325
1326 if( has_artifact_with( AEP_MUTAGENIC ) && one_turn_in( 48_hours ) ) {
1327 mutate();
1328 }
1329 if( has_artifact_with( AEP_FORCE_TELEPORT ) && one_turn_in( 1_hours ) ) {
1330 teleport::teleport( *this );
1331 }
1332}
const weather_type_id & get_bad_weather() const
weather_type_id weather_override
Definition: weather.h:199
@ AEP_MUTAGENIC
Definition: enums.h:130
@ AEP_FORCE_TELEPORT
Definition: enums.h:138
@ AEP_ATTENTION
Definition: enums.h:131
@ AEP_BAD_WEATHER
Definition: enums.h:140
const weather_generator & get_cur_weather_gen() const
Definition: weather.cpp:1049
void set_nextweather(time_point t)
Definition: weather.cpp:1101
bool one_turn_in(const time_duration &duration)
Definition: rng.cpp:70
static const efftype_id effect_attention("attention")

References Creature::add_effect(), AEP_ATTENTION, AEP_BAD_WEATHER, AEP_FORCE_TELEPORT, AEP_MUTAGENIC, effect_attention, weather_generator::get_bad_weather(), weather_manager::get_cur_weather_gen(), get_weather(), has_artifact_with(), heavy, mutate(), calendar::once_every(), one_turn_in(), weather_manager::set_nextweather(), teleport::teleport(), calendar::turn, and weather_manager::weather_override.

Referenced by suffer().

◆ suffer_from_asthma()

void Character::suffer_from_asthma ( int  current_stim)
private

Definition at line 613 of file suffer.cpp.

614{
618 return;
619 }
620 if( !one_in( ( to_turns<int>( 6_hours ) - current_stim * 300 ) *
621 ( has_effect( effect_sleep ) ? 10 : 1 ) ) ) {
622 return;
623 }
624 bool auto_use = has_charges( itype_inhaler, 1 ) || has_charges( itype_oxygen_tank, 1 ) ||
626 bool oxygenator = has_bionic( bio_gills ) && get_power_level() >= 3_kJ;
627 if( underwater ) {
628 oxygen = oxygen / 2;
629 auto_use = false;
630 }
631
632 add_msg_player_or_npc( m_bad, _( "You have an asthma attack!" ),
633 "<npcname> starts wheezing and coughing." );
634
636 inventory map_inv;
637 map_inv.form_from_map( g->u.pos(), 2, &g->u );
638 // check if an inhaler is somewhere near
639 bool nearby_use = auto_use || oxygenator || map_inv.has_charges( itype_inhaler, 1 ) ||
640 map_inv.has_charges( itype_oxygen_tank, 1 ) ||
641 map_inv.has_charges( itype_smoxygen_tank, 1 );
642 // check if character has an oxygenator first
643 if( oxygenator ) {
644 mod_power_level( -3_kJ );
645 add_msg_if_player( m_info, _( "You use your Oxygenator to clear it up, "
646 "then go back to sleep." ) );
647 } else if( auto_use ) {
649 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
650 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
652 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
653 "and go back to sleep." ) );
654 }
655 } else if( nearby_use ) {
656 // create new variable to resolve a reference issue
657 int amount = 1;
658 if( !g->m.use_charges( g->u.pos(), 2, itype_inhaler, amount ).empty() ) {
659 add_msg_if_player( m_info, _( "You use your inhaler and go back to sleep." ) );
660 } else if( !g->m.use_charges( g->u.pos(), 2, itype_oxygen_tank, amount ).empty() ||
661 !g->m.use_charges( g->u.pos(), 2, itype_smoxygen_tank, amount ).empty() ) {
662 add_msg_if_player( m_info, _( "You take a deep breath from your oxygen tank "
663 "and go back to sleep." ) );
664 }
665 } else {
666 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
667 if( has_effect( effect_sleep ) ) {
668 wake_up();
669 } else {
670 if( !is_npc() ) {
671 g->cancel_activity_or_ignore_query( distraction_type::asthma,
672 _( "You can't focus while choking!" ) );
673 }
674 }
675 }
676 } else if( auto_use ) {
677 int charges = 0;
679 moves -= 40;
680 charges = charges_of( itype_inhaler );
681 if( charges == 0 ) {
682 add_msg_if_player( m_bad, _( "You use your last inhaler charge." ) );
683 } else {
684 add_msg_if_player( m_info, vgettext( "You use your inhaler, "
685 "only %d charge left.",
686 "You use your inhaler, "
687 "only %d charges left.", charges ),
688 charges );
689 }
690 } else if( use_charges_if_avail( itype_oxygen_tank, 1 ) ||
692 moves -= 500; // synched with use action
694 if( charges == 0 ) {
695 add_msg_if_player( m_bad, _( "You breathe in last bit of oxygen "
696 "from the tank." ) );
697 } else {
698 add_msg_if_player( m_info, vgettext( "You take a deep breath from your oxygen "
699 "tank, only %d charge left.",
700 "You take a deep breath from your oxygen "
701 "tank, only %d charges left.", charges ),
702 charges );
703 }
704 }
705 } else {
706 add_effect( effect_asthma, rng( 5_minutes, 20_minutes ) );
707 if( !is_npc() ) {
708 g->cancel_activity_or_ignore_query( distraction_type::asthma,
709 _( "You can't focus while choking!" ) );
710 }
711 }
712}
bool use_charges_if_avail(const itype_id &it, int quantity)
Definition: character.cpp:9622
bool has_charges(const itype_id &it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >) const
Definition: inventory.cpp:883
static const efftype_id effect_datura("datura")
static const efftype_id effect_narcosis("narcosis")
static const efftype_id effect_adrenaline("adrenaline")
static const efftype_id effect_asthma("asthma")
static const itype_id itype_oxygen_tank("oxygen_tank")
static const itype_id itype_inhaler("inhaler")
static const itype_id itype_smoxygen_tank("smoxygen_tank")
static const bionic_id bio_gills("bio_gills")
static const efftype_id effect_took_antiasthmatic("took_antiasthmatic")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), asthma, bio_gills, visitable< Character >::charges_of(), effect_adrenaline, effect_asthma, effect_datura, effect_narcosis, effect_sleep, effect_took_antiasthmatic, inventory::form_from_map(), g, get_power_level(), has_bionic(), has_charges(), inventory::has_charges(), Creature::has_effect(), in_sleep_state(), Creature::is_npc(), itype_inhaler, itype_oxygen_tank, itype_smoxygen_tank, m_bad, m_info, mod_power_level(), Creature::moves, one_in(), oxygen, rng(), Creature::underwater, use_charges_if_avail(), vgettext(), and wake_up().

Referenced by suffer().

◆ suffer_from_bad_bionics()

void Character::suffer_from_bad_bionics ( )
private

Definition at line 1222 of file suffer.cpp.

1223{
1224 // Negative bionics effects
1225 if( has_bionic( bio_dis_shock ) && get_power_level() > 9_kJ && one_turn_in( 2_hours ) &&
1227 add_msg_if_player( m_bad, _( "You suffer a painful electrical discharge!" ) );
1228 mod_pain( 1 );
1229 moves -= 150;
1230 mod_power_level( -10_kJ );
1231
1232 if( weapon.typeId() == itype_e_handcuffs && weapon.charges > 0 ) {
1233 weapon.charges -= rng( 1, 3 ) * 50;
1234 if( weapon.charges < 1 ) {
1235 weapon.charges = 1;
1236 }
1237
1238 add_msg_if_player( m_good, _( "The %s seems to be affected by the discharge." ),
1239 weapon.tname() );
1240 }
1241 sfx::play_variant_sound( "bionics", "elec_discharge", 100 );
1242 }
1243 if( has_bionic( bio_dis_acid ) && one_turn_in( 150_minutes ) ) {
1244 add_msg_if_player( m_bad, _( "You suffer a burning acidic discharge!" ) );
1245 hurtall( 1, nullptr );
1246 sfx::play_variant_sound( "bionics", "acid_discharge", 100 );
1247 sfx::do_player_death_hurt( g->u, false );
1248 }
1249 if( has_bionic( bio_drain ) && get_power_level() > 24_kJ && one_turn_in( 1_hours ) ) {
1250 add_msg_if_player( m_bad, _( "Your batteries discharge slightly." ) );
1251 mod_power_level( -25_kJ );
1252 sfx::play_variant_sound( "bionics", "elec_crackle_low", 100 );
1253 }
1254 if( has_bionic( bio_noise ) && one_turn_in( 50_minutes ) &&
1256 // TODO: NPCs with said bionic
1257 if( !is_deaf() ) {
1258 add_msg( m_bad, _( "A bionic emits a crackle of noise!" ) );
1259 sfx::play_variant_sound( "bionics", "elec_blast", 100 );
1260 } else {
1261 add_msg( m_bad, _( "You feel your faulty bionic shuddering." ) );
1262 sfx::play_variant_sound( "bionics", "elec_blast_muffled", 100 );
1263 }
1264 sounds::sound( pos(), 60, sounds::sound_t::movement, _( "Crackle!" ) ); //sfx above
1265 }
1267 get_power_level() >= get_max_power_level() * .75 ) {
1268 mod_str_bonus( -3 );
1269 }
1270 if( has_bionic( bio_trip ) && one_turn_in( 50_minutes ) &&
1273 add_msg_if_player( m_bad, _( "Your vision pixelates!" ) );
1274 add_effect( effect_visuals, 10_minutes );
1275 sfx::play_variant_sound( "bionics", "pixelated", 100 );
1276 }
1277 if( has_bionic( bio_spasm ) && one_turn_in( 5_hours ) && !has_effect( effect_downed ) &&
1280 _( "Your malfunctioning bionic causes you to spasm and fall to the floor!" ) );
1281 mod_pain( 1 );
1282 add_effect( effect_stunned, 1_turns );
1283 add_effect( effect_downed, 10_turns, num_bp, 0 );
1284 sfx::play_variant_sound( "bionics", "elec_crackle_high", 100 );
1285 }
1286 if( has_bionic( bio_shakes ) && get_power_level() > 24_kJ && one_turn_in( 2_hours ) ) {
1287 add_msg_if_player( m_bad, _( "Your bionics short-circuit, causing you to tremble and shiver." ) );
1288 mod_power_level( -25_kJ );
1289 add_effect( effect_shakes, 5_minutes );
1290 sfx::play_variant_sound( "bionics", "elec_crackle_med", 100 );
1291 }
1292 if( has_bionic( bio_leaky ) && one_turn_in( 6_minutes ) ) {
1293 mod_healthy_mod( -1, -200 );
1294 }
1295 if( has_bionic( bio_sleepy ) && one_turn_in( 50_minutes ) && !in_sleep_state() ) {
1296 mod_fatigue( 1 );
1297 }
1298 if( has_bionic( bio_itchy ) && one_turn_in( 50_minutes ) && !has_effect( effect_formication ) &&
1300 add_msg_if_player( m_bad, _( "Your malfunctioning bionic itches!" ) );
1301 body_part bp = random_body_part( true );
1302 add_effect( effect_formication, 10_minutes, bp );
1303 }
1304 if( has_bionic( bio_glowy ) && !has_effect( effect_glowy_led ) && one_turn_in( 50_minutes ) &&
1305 get_power_level() > 1_kJ ) {
1306 add_msg_if_player( m_bad, _( "Your malfunctioning bionic starts to glow!" ) );
1307 add_effect( effect_glowy_led, 5_minutes );
1308 mod_power_level( -1_kJ );
1309 }
1310}
body_part random_body_part(bool main_parts_only)
Returns a random body_part token.
Definition: bodypart.cpp:364
void do_player_death_hurt(const player &target, bool death)
Definition: sounds.cpp:1624
static const bionic_id bio_shakes("bio_shakes")
static const efftype_id effect_glowy_led("glowy_led")
static const efftype_id effect_downed("downed")
static const bionic_id bio_power_weakness("bio_power_weakness")
static const bionic_id bio_dis_shock("bio_dis_shock")
static const bionic_id bio_glowy("bio_glowy")
static const efftype_id effect_visuals("visuals")
static const bionic_id bio_trip("bio_trip")
static const bionic_id bio_dis_acid("bio_dis_acid")
static const itype_id itype_e_handcuffs("e_handcuffs")
static const bionic_id bio_spasm("bio_spasm")
static const bionic_id bio_sleepy("bio_sleepy")
static const bionic_id bio_noise("bio_noise")
static const efftype_id effect_shakes("shakes")
static const efftype_id effect_stunned("stunned")
static const efftype_id effect_formication("formication")
static const bionic_id bio_drain("bio_drain")
static const bionic_id bio_itchy("bio_itchy")
static const bionic_id bio_leaky("bio_leaky")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), bio_dis_acid, bio_dis_shock, bio_drain, bio_glowy, bio_itchy, bio_leaky, bio_noise, bio_power_weakness, bio_shakes, bio_sleepy, bio_spasm, bio_trip, item::charges, sfx::do_player_death_hurt(), effect_downed, effect_formication, effect_glowy_led, effect_narcosis, effect_shakes, effect_stunned, effect_visuals, g, get_max_power_level(), get_power_level(), has_bionic(), Creature::has_effect(), has_max_power(), hurtall(), in_sleep_state(), is_deaf(), itype_e_handcuffs, m_bad, m_good, mod_fatigue(), mod_healthy_mod(), Creature::mod_pain(), mod_power_level(), mod_str_bonus(), sounds::movement, Creature::moves, num_bp, one_turn_in(), sfx::play_variant_sound(), pos(), random_body_part(), rng(), sounds::sound(), item::tname(), item::typeId(), and weapon.

Referenced by suffer().

◆ suffer_from_chemimbalance()

void Character::suffer_from_chemimbalance ( )
private

Definition at line 366 of file suffer.cpp.

367{
368 if( one_turn_in( 6_hours ) && !has_trait( trait_NOPAIN ) ) {
369 add_msg_if_player( m_bad, _( "You suddenly feel sharp pain for no reason." ) );
370 mod_pain( 3 * rng( 1, 3 ) );
371 }
372 if( one_turn_in( 6_hours ) ) {
373 int pkilladd = 5 * rng( -1, 2 );
374 if( pkilladd > 0 ) {
375 add_msg_if_player( m_bad, _( "You suddenly feel numb." ) );
376 } else if( ( pkilladd < 0 ) && ( !( has_trait( trait_NOPAIN ) ) ) ) {
377 add_msg_if_player( m_bad, _( "You suddenly ache." ) );
378 }
379 mod_painkiller( pkilladd );
380 }
381 if( one_turn_in( 6_hours ) && !has_effect( effect_sleep ) ) {
382 add_msg_if_player( m_bad, _( "You feel dizzy for a moment." ) );
383 moves -= rng( 10, 30 );
384 }
385 if( one_turn_in( 6_hours ) ) {
386 int hungadd = 5 * rng( -1, 3 );
387 if( hungadd > 0 ) {
388 add_msg_if_player( m_bad, _( "You suddenly feel hungry." ) );
389 } else {
390 add_msg_if_player( m_good, _( "You suddenly feel a little full." ) );
391 }
392 mod_stored_kcal( -10 * hungadd );
393 }
394 if( one_turn_in( 6_hours ) ) {
395 add_msg_if_player( m_bad, _( "You suddenly feel thirsty." ) );
396 mod_thirst( 5 * rng( 1, 3 ) );
397 }
398 if( one_turn_in( 6_hours ) ) {
399 add_msg_if_player( m_good, _( "You feel fatigued all of a sudden." ) );
400 mod_fatigue( 10 * rng( 2, 4 ) );
401 }
402 if( one_turn_in( 8_hours ) ) {
403 if( one_in( 3 ) ) {
405 } else {
406 add_morale( MORALE_FEELING_BAD, -20, -100 );
407 }
408 }
409 if( one_turn_in( 6_hours ) ) {
410 if( one_in( 3 ) ) {
411 add_msg_if_player( m_bad, _( "You suddenly feel very cold." ) );
413 } else {
414 add_msg_if_player( m_bad, _( "You suddenly feel cold." ) );
415 temp_cur.fill( BODYTEMP_COLD );
416 }
417 }
418 if( one_turn_in( 6_hours ) ) {
419 if( one_in( 3 ) ) {
420 add_msg_if_player( m_bad, _( "You suddenly feel very hot." ) );
422 } else {
423 add_msg_if_player( m_bad, _( "You suddenly feel hot." ) );
424 temp_cur.fill( BODYTEMP_HOT );
425 }
426 }
427}
const morale_type MORALE_FEELING_BAD("morale_feeling_bad")
static const trait_id trait_NOPAIN("NOPAIN")

References _, add_morale(), Creature::add_msg_if_player(), BODYTEMP_COLD, BODYTEMP_HOT, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, effect_sleep, Creature::has_effect(), has_trait(), m_bad, m_good, mod_fatigue(), Creature::mod_pain(), mod_painkiller(), mod_stored_kcal(), mod_thirst(), MORALE_FEELING_BAD, MORALE_FEELING_GOOD, Creature::moves, one_in(), one_turn_in(), rng(), temp_cur, and trait_NOPAIN.

Referenced by suffer_while_awake().

◆ suffer_from_other_mutations()

void Character::suffer_from_other_mutations ( )
private

Definition at line 941 of file suffer.cpp.

942{
943 if( has_trait( trait_SHARKTEETH ) && one_turn_in( 24_hours ) ) {
944 add_msg_if_player( m_neutral, _( "You shed a tooth!" ) );
945 g->m.spawn_item( pos(), "bone", 1 );
946 }
947
949 //~Sound of buzzing Insect Wings
950 sounds::sound( pos(), 10, sounds::sound_t::movement, _( "BZZZZZ" ), false, "misc",
951 "insect_wings" );
952 }
953
954 bool wearing_shoes = is_wearing_shoes( side::LEFT ) || is_wearing_shoes( side::RIGHT );
955 int root_vitamins = 0;
956 int root_water = 0;
957 if( has_trait( trait_ROOTS3 ) && g->m.has_flag( flag_PLOWABLE, pos() ) && !wearing_shoes ) {
958 root_vitamins += 1;
960 root_water += 51;
961 }
962 }
963
964 if( x_in_y( root_vitamins, 576 ) ) {
965 vitamin_mod( vitamin_id( "iron" ), 1, true );
966 vitamin_mod( vitamin_id( "calcium" ), 1, true );
967 mod_healthy_mod( 5, 50 );
968 }
969
970 if( x_in_y( root_water, 2550 ) ) {
971 // Plants draw some crazy amounts of water from the ground in real life,
972 // so these numbers try to reflect that uncertain but large amount
973 // this should take 12 hours to meet your daily needs with ROOTS2, and 8 with ROOTS3
974 mod_thirst( -1 );
975 }
976
977 if( has_trait( trait_SORES ) ) {
978 for( const body_part bp : all_body_parts ) {
979 if( bp == bp_head ) {
980 continue;
981 }
982 int sores_pain = 5 + 0.4 * std::abs( encumb( bp ) );
983 if( get_pain() < sores_pain ) {
984 set_pain( sores_pain );
985 }
986 }
987 }
988 //Web Weavers...weave web
990 // this adds intensity to if its not already there.
991 g->m.add_field( pos(), fd_web, 1 );
992
993 }
994
995 // Blind/Deaf for brief periods about once an hour,
996 // and visuals about once every 30 min.
997 if( has_trait( trait_PER_SLIME ) ) {
998 if( one_turn_in( 1_hours ) && !has_effect( effect_deaf ) ) {
999 add_msg_if_player( m_bad, _( "Suddenly, you can't hear anything!" ) );
1000 add_effect( effect_deaf, rng( 20_minutes, 60_minutes ) );
1001 }
1002 if( one_turn_in( 1_hours ) && !( has_effect( effect_blind ) ) ) {
1003 add_msg_if_player( m_bad, _( "Suddenly, your eyes stop working!" ) );
1004 add_effect( effect_blind, rng( 2_minutes, 6_minutes ) );
1005 }
1006 // Yes, you can be blind and hallucinate at the same time.
1007 // Your post-human biology is truly remarkable.
1008 if( one_turn_in( 30_minutes ) && !( has_effect( effect_visuals ) ) ) {
1009 add_msg_if_player( m_bad, _( "Your visual centers must be acting up…" ) );
1010 add_effect( effect_visuals, rng( 36_minutes, 72_minutes ) );
1011 }
1012 }
1013
1014 if( has_trait( trait_WEB_SPINNER ) && !in_vehicle && one_in( 3 ) ) {
1015 // this adds intensity to if its not already there.
1016 g->m.add_field( pos(), fd_web, 1 );
1017 }
1018
1019 bool should_mutate = has_trait( trait_UNSTABLE ) && !has_trait( trait_CHAOTIC_BAD ) &&
1020 one_turn_in( 48_hours );
1021 should_mutate |= ( has_trait( trait_CHAOTIC ) || has_trait( trait_CHAOTIC_BAD ) ) &&
1022 one_turn_in( 12_hours );
1023 if( should_mutate ) {
1024 mutate();
1025 }
1026
1027 const bool needs_fire = !has_morale( MORALE_PYROMANIA_NEARFIRE ) &&
1029 if( has_trait( trait_PYROMANIA ) && needs_fire && !in_sleep_state() &&
1030 calendar::once_every( 2_hours ) ) {
1031 add_morale( MORALE_PYROMANIA_NOFIRE, -1, -30, 24_hours, 24_hours, true );
1032 if( calendar::once_every( 4_hours ) ) {
1033 const translation smokin_hot_fiyah =
1034 SNIPPET.random_from_category( "pyromania_withdrawal" ).value_or( translation() );
1035 add_msg_if_player( m_bad, "%s", smokin_hot_fiyah );
1036 }
1037 }
1039 calendar::once_every( 2_hours ) ) {
1040 add_morale( MORALE_KILLER_NEED_TO_KILL, -1, -30, 24_hours, 24_hours );
1041 if( calendar::once_every( 4_hours ) ) {
1042 const translation snip = SNIPPET.random_from_category( "killer_withdrawal" ).value_or(
1043 translation() );
1044 add_msg_if_player( m_bad, "%s", snip );
1045 }
1046 }
1047}
bool has_morale(const morale_type &type) const
Definition: character.cpp:9078
virtual void set_pain(int npain)
Definition: creature.cpp:1351
const morale_type MORALE_KILLER_HAS_KILLED("morale_killer_has_killed")
const morale_type MORALE_PYROMANIA_STARTFIRE("morale_pyromania_startfire")
const morale_type MORALE_KILLER_NEED_TO_KILL("morale_killer_need_to_kill")
const morale_type MORALE_PYROMANIA_NEARFIRE("morale_pyromania_nearfire")
const morale_type MORALE_PYROMANIA_NOFIRE("morale_pyromania_nofire")
static const efftype_id effect_blind("blind")
static const trait_id trait_PER_SLIME("PER_SLIME")
static const trait_id trait_SHARKTEETH("SHARKTEETH")
static const trait_id trait_CHAOTIC("CHAOTIC")
static const trait_id trait_UNSTABLE("UNSTABLE")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_deaf("deaf")
static const trait_id trait_WEB_WEAVER("WEB_WEAVER")
static const trait_id trait_CHAOTIC_BAD("CHAOTIC_BAD")
static const trait_id trait_WINGS_INSECT("WINGS_INSECT")
static const trait_id trait_SORES("SORES")
static const trait_id trait_KILLER("KILLER")
static const trait_id trait_WEB_SPINNER("WEB_SPINNER")
static const std::string flag_PLOWABLE("PLOWABLE")
static const trait_id trait_ROOTS3("ROOTS3")

References _, Creature::add_effect(), add_morale(), Creature::add_msg_if_player(), all_body_parts, bp_head, effect_blind, effect_deaf, effect_visuals, encumb(), fd_web, flag_PLOWABLE(), g, Creature::get_pain(), get_thirst(), has_active_mutation(), Creature::has_effect(), has_morale(), has_trait(), in_sleep_state(), in_vehicle, is_wearing_shoes(), LEFT, m_bad, m_neutral, mod_healthy_mod(), mod_thirst(), MORALE_KILLER_HAS_KILLED, MORALE_KILLER_NEED_TO_KILL, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, MORALE_PYROMANIA_STARTFIRE, sounds::movement, mutate(), calendar::once_every(), one_in(), one_turn_in(), pos(), snippet_library::random_from_category(), RIGHT, rng(), Creature::set_pain(), SNIPPET, sounds::sound(), trait_CHAOTIC, trait_CHAOTIC_BAD, trait_KILLER, trait_PER_SLIME, trait_PYROMANIA, trait_ROOTS3, trait_SHARKTEETH, trait_SORES, trait_UNSTABLE, trait_WEB_SPINNER, trait_WEB_WEAVER, trait_WINGS_INSECT, turgid, vitamin_mod(), and x_in_y().

Referenced by suffer().

◆ suffer_from_pain()

void Character::suffer_from_pain ( )
private

Definition at line 1463 of file suffer.cpp.

1464{
1465}

Referenced by suffer().

◆ suffer_from_radiation()

void Character::suffer_from_radiation ( )
private

Definition at line 1049 of file suffer.cpp.

1050{
1051 // checking for radioactive items in inventory
1052 const int item_radiation = leak_level( "RADIOACTIVE" );
1053 const int map_radiation = g->m.get_radiation( pos() );
1054 float rads = map_radiation / 100.0f + item_radiation / 10.0f;
1055
1056 int rad_mut = 0;
1057 if( has_trait( trait_RADIOACTIVE3 ) ) {
1058 rad_mut = 3;
1059 } else if( has_trait( trait_RADIOACTIVE2 ) ) {
1060 rad_mut = 2;
1061 } else if( has_trait( trait_RADIOACTIVE1 ) ) {
1062 rad_mut = 1;
1063 }
1064
1065 // Spread less radiation when sleeping (slower metabolism etc.)
1066 // Otherwise it can quickly get to the point where you simply can't sleep at all
1067 const bool rad_mut_proc = rad_mut > 0 && x_in_y( rad_mut, to_turns<int>( in_sleep_state() ?
1068 3_hours : 30_minutes ) );
1069
1070 bool has_helmet = false;
1071 const bool power_armored = is_wearing_power_armor( &has_helmet );
1072 const bool rad_resist = power_armored || worn_with_flag( flag_RAD_RESIST );
1073
1074 if( rad_mut > 0 ) {
1075 const bool kept_in = is_rad_immune() || ( rad_resist && !one_in( 4 ) );
1076 if( kept_in ) {
1077 // As if standing on a map tile with radiation level equal to rad_mut
1078 rads += rad_mut / 100.0f;
1079 }
1080
1081 if( rad_mut_proc && !kept_in ) {
1082 // Irradiate a random nearby point
1083 // If you can't, irradiate the player instead
1084 tripoint rad_point = pos() + point( rng( -3, 3 ), rng( -3, 3 ) );
1085 // TODO: Radioactive vehicles?
1086 if( g->m.get_radiation( rad_point ) < rad_mut ) {
1087 g->m.adjust_radiation( rad_point, 1 );
1088 } else {
1089 rads += rad_mut;
1090 }
1091 }
1092 }
1093
1094 // Used to control vomiting from radiation to make it not-annoying
1095 bool radiation_increasing = irradiate( rads );
1096
1097 if( radiation_increasing && calendar::once_every( 3_minutes ) && has_bionic( bio_geiger ) ) {
1099 _( "You feel an anomalous sensation coming from "
1100 "your radiation sensors." ) );
1101 }
1102
1103 if( calendar::once_every( 15_minutes ) ) {
1104 if( get_rad() < 0 ) {
1105 set_rad( 0 );
1106 } else if( get_rad() > 2000 ) {
1107 set_rad( 2000 );
1108 }
1109 if( get_option<bool>( "RAD_MUTATION" ) && rng( 100, 10000 ) < get_rad() ) {
1110 mutate();
1111 mod_rad( -50 );
1112 } else if( get_rad() > 50 && rng( 1, 3000 ) < get_rad() && ( stomach.get_calories() > 0 ||
1113 radiation_increasing || !in_sleep_state() ) ) {
1114 vomit();
1115 mod_rad( -1 );
1116 }
1117 }
1118
1119 const bool radiogenic = has_trait( trait_RADIOGENIC );
1120 if( radiogenic && calendar::once_every( 30_minutes ) && get_rad() > 0 ) {
1121 // At 200 irradiation, twice as fast as REGEN
1122 if( x_in_y( get_rad(), 200 ) ) {
1123 healall( 1 );
1124 if( rad_mut == 0 ) {
1125 // Don't heal radiation if we're generating it naturally
1126 // That would counter the main downside of radioactivity
1127 mod_rad( -5 );
1128 }
1129 }
1130 }
1131
1132 if( !radiogenic && get_rad() > 0 ) {
1133 // Even if you heal the radiation itself, the damage is done.
1134 const int hmod = get_healthy_mod();
1135 if( hmod > 200 - get_rad() ) {
1136 set_healthy_mod( std::max( -200, 200 - get_rad() ) );
1137 }
1138 }
1139
1140 if( get_rad() > 200 && calendar::once_every( 10_minutes ) && x_in_y( get_rad(), 1000 ) ) {
1141 hurtall( 1, nullptr );
1142 mod_rad( -5 );
1143 }
1144
1145 if( !reactor_plut && !tank_plut && !slow_rad ) {
1146 return;
1147 }
1148 // Microreactor CBM and supporting bionics
1150 //first do the filtering of plutonium from storage to reactor
1151 if( tank_plut > 0 ) {
1152 int plut_trans;
1154 plut_trans = tank_plut * 0.025;
1155 } else {
1156 plut_trans = tank_plut * 0.005;
1157 }
1158 if( plut_trans < 1 ) {
1159 plut_trans = 1;
1160 }
1161 tank_plut -= plut_trans;
1162 reactor_plut += plut_trans;
1163 }
1164 //leaking radiation, reactor is unshielded, but still better than a simple tank
1165 slow_rad += ( ( tank_plut * 0.1 ) + ( reactor_plut * 0.01 ) );
1166 //begin power generation
1167 if( reactor_plut > 0 ) {
1168 int power_gen = 0;
1169 if( has_bionic( bio_advreactor ) ) {
1170 if( ( reactor_plut * 0.05 ) > 2000 ) {
1171 power_gen = 2000;
1172 } else {
1173 power_gen = reactor_plut * 0.05;
1174 if( power_gen < 1 ) {
1175 power_gen = 1;
1176 }
1177 }
1178 slow_rad += ( power_gen * 3 );
1179 while( slow_rad >= 50 ) {
1180 if( power_gen >= 1 ) {
1181 slow_rad -= 50;
1182 power_gen -= 1;
1183 reactor_plut -= 1;
1184 } else {
1185 break;
1186 }
1187 }
1188 } else if( has_bionic( bio_reactor ) ) {
1189 if( ( reactor_plut * 0.025 ) > 500 ) {
1190 power_gen = 500;
1191 } else {
1192 power_gen = reactor_plut * 0.025;
1193 if( power_gen < 1 ) {
1194 power_gen = 1;
1195 }
1196 }
1197 slow_rad += ( power_gen * 3 );
1198 }
1199 reactor_plut -= power_gen;
1200 while( power_gen >= 250 ) {
1201 apply_damage( nullptr, bodypart_id( "torso" ), 1 );
1202 mod_pain( 1 );
1204 _( "Your chest burns as your power systems overload!" ) );
1205 mod_power_level( 50_kJ );
1206 power_gen -= 60; // ten units of power lost due to short-circuiting into you
1207 }
1208 mod_power_level( units::from_kilojoule( power_gen ) );
1209 }
1210 } else {
1211 slow_rad += ( reactor_plut + tank_plut ) * 40;
1212 //plutonium in body without any kind of container. Not good at all.
1213 reactor_plut *= 0.6;
1214 tank_plut *= 0.6;
1215 }
1216 while( slow_rad >= 1000 ) {
1217 mod_rad( 1 );
1218 slow_rad -= 1000;
1219 }
1220}
virtual int get_healthy_mod() const
Definition: character.cpp:4129
virtual void set_healthy_mod(int nhealthy_mod)
Definition: character.cpp:4238
static const bionic_id bio_geiger("bio_geiger")
static const std::string flag_RAD_RESIST("RAD_RESIST")
static const bionic_id bio_reactor("bio_reactor")
static const bionic_id bio_plut_filter("bio_plut_filter")
static const bionic_id bio_advreactor("bio_advreactor")

References _, Creature::add_msg_if_player(), apply_damage(), bio_advreactor, bio_geiger, bio_plut_filter, bio_reactor, flag_RAD_RESIST(), units::from_kilojoule(), g, stomach_contents::get_calories(), get_healthy_mod(), get_rad(), has_active_bionic(), has_bionic(), has_trait(), healall(), hurtall(), in_sleep_state(), irradiate(), is_rad_immune(), is_wearing_power_armor(), leak_level(), m_bad, m_warning, Creature::mod_pain(), mod_power_level(), mod_rad(), mutate(), calendar::once_every(), one_in(), pos(), reactor_plut, rng(), set_healthy_mod(), set_rad(), slow_rad, stomach, tank_plut, trait_RADIOACTIVE1, trait_RADIOACTIVE2, trait_RADIOACTIVE3, trait_RADIOGENIC, vomit(), worn_with_flag(), and x_in_y().

Referenced by suffer().

◆ suffer_from_schizophrenia()

void Character::suffer_from_schizophrenia ( )
private

Definition at line 429 of file suffer.cpp.

430{
431 std::string i_name_w;
432 if( !weapon.is_null() ) {
433 i_name_w = weapon.has_var( "item_label" ) ? weapon.get_var( "item_label" ) :
434 //~ %1$s: weapon name
435 string_format( _( "your %1$s" ), weapon.type_name() );
436 }
437 // Start with the effects that both NPCs and avatars can suffer from
438 // Delusions
439 if( one_turn_in( 8_hours ) ) {
440 if( rng( 1, 20 ) > 5 ) { // 75% chance
441 const translation snip = SNIPPET.random_from_category( "schizo_delusion_paranoid" ).value_or(
442 translation() );
443 add_msg_if_player( m_warning, "%s", snip );
444 add_morale( MORALE_FEELING_BAD, -20, -100 );
445 } else { // 25% chance
446 const translation snip = SNIPPET.random_from_category( "schizo_delusion_grandiose" ).value_or(
447 translation() );
448 add_msg_if_player( m_good, "%s", snip );
450 }
451 return;
452 }
453 // Formication
454 if( one_turn_in( 6_hours ) ) {
455 const translation snip = SNIPPET.random_from_category( "schizo_formication" ).value_or(
456 translation() );
457 body_part bp = random_body_part( true );
458 add_effect( effect_formication, 45_minutes, bp );
459 add_msg_if_player( m_bad, "%s", snip );
460 return;
461 }
462 // Numbness
463 if( one_turn_in( 4_hours ) ) {
464 add_msg_if_player( m_bad, _( "You suddenly feel so numb…" ) );
465 mod_painkiller( 25 );
466 return;
467 }
468 // Hallucination
469 if( one_turn_in( 6_hours ) ) {
470 add_effect( effect_hallu, 6_hours );
471 return;
472 }
473 // Visuals
474 if( one_turn_in( 2_hours ) ) {
475 add_effect( effect_visuals, rng( 15_turns, 60_turns ) );
476 return;
477 }
478 // Shaking
479 if( !has_effect( effect_valium ) && one_turn_in( 4_hours ) ) {
480 add_msg_player_or_npc( m_bad, _( "You start to shake uncontrollably." ),
481 _( "<npcname> starts to shake uncontrollably." ) );
482 add_effect( effect_shakes, rng( 2_minutes, 5_minutes ) );
483 return;
484 }
485 // Shout
486 if( one_turn_in( 4_hours ) ) {
487 shout( SNIPPET.random_from_category( "schizo_self_shout" ).value_or( translation() ).translated() );
488 return;
489 }
490 // Drop weapon
491 if( one_turn_in( 2_days ) && !weapon.is_null() ) {
492 const translation snip = SNIPPET.random_from_category( "schizo_weapon_drop" ).value_or(
493 translation() );
494 std::string str = string_format( snip, i_name_w );
495 str[0] = toupper( str[0] );
496
497 add_msg_if_player( m_bad, "%s", str );
498 item_location loc( *this, &weapon );
499 drop( loc, pos() );
500 return;
501 }
502 // Talk to self
503 if( one_turn_in( 4_hours ) ) {
504 const translation snip = SNIPPET.random_from_category( "schizo_self_talk" ).value_or(
505 translation() );
506 add_msg( _( "%1$s says: \"%2$s\"" ), name, snip );
507 return;
508 }
509
510 // effects of this point are entirely internal, so NPCs can't suffer from them
511 if( is_npc() ) {
512 return;
513 }
514 // Sound
515 if( one_turn_in( 4_hours ) ) {
516 sound_hallu();
517 }
518 // Follower turns hostile
519 if( one_turn_in( 4_hours ) ) {
520 std::vector<shared_ptr_fast<npc>> followers = overmap_buffer.get_npcs_near_player( 12 );
521
522 std::string who_gets_angry = name;
523 if( !followers.empty() ) {
524 who_gets_angry = random_entry_ref( followers )->name;
525 }
526 add_msg( m_bad, _( "%1$s gets angry!" ), who_gets_angry );
527 return;
528 }
529
530 // Monster dies
531 if( one_turn_in( 6_hours ) ) {
532 // TODO: move to monster group json
533 static const std::array<mtype_id, 5> monsters = { {
535 }
536 };
537 add_msg( _( "%s dies!" ), random_entry_ref( monsters )->nname() );
538 return;
539 }
540
541 // Limb Breaks
542 if( one_turn_in( 4_hours ) ) {
543 const translation snip = SNIPPET.random_from_category( "broken_limb" ).value_or( translation() );
544 add_msg( m_bad, "%s", snip );
545 return;
546 }
547
548 // NPC chat
549 if( one_turn_in( 4_hours ) ) {
550 std::string i_name = Name::generate( one_in( 2 ) );
551
552 std::string i_talk = SNIPPET.expand( SNIPPET.random_from_category( "<lets_talk>" ).value_or(
553 translation() ).translated() );
554 parse_tags( i_talk, *this, *this );
555
556 add_msg( _( "%1$s says: \"%2$s\"" ), i_name, i_talk );
557 return;
558 }
559
560 // Skill raise
561 if( one_turn_in( 12_hours ) ) {
562 skill_id raised_skill = Skill::random_skill();
563 add_msg( m_good, _( "You increase %1$s to level %2$d." ), raised_skill.obj().name(),
564 get_skill_level( raised_skill ) + 1 );
565 return;
566 }
567
568 // Talking weapon
569 if( !weapon.is_null() ) {
570 // If player has a weapon, picks a message from said weapon
571 // Weapon tells player to kill a monster if any are nearby
572 // Weapon is concerned for player if bleeding
573 // Weapon is concerned for itself if damaged
574 // Otherwise random chit-chat
575 std::vector<weak_ptr_fast<monster>> mons = g->all_monsters().items;
576
577 std::string i_talk_w;
578 bool does_talk = false;
579 if( !mons.empty() && one_turn_in( 12_minutes ) ) {
580 std::vector<std::string> seen_mons;
581 for( weak_ptr_fast<monster> &n : mons ) {
582 if( sees( *n.lock() ) ) {
583 seen_mons.emplace_back( n.lock()->get_name() );
584 }
585 }
586 if( !seen_mons.empty() ) {
587 const translation talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_monster" ).value_or(
588 translation() );
589 i_talk_w = string_format( talk_w, random_entry_ref( seen_mons ) );
590 does_talk = true;
591 }
592 }
593 if( !does_talk && has_effect( effect_bleed ) && one_turn_in( 5_minutes ) ) {
594 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_bleeding" ).value_or(
595 translation() ).translated();
596 does_talk = true;
597 } else if( weapon.damage() >= weapon.max_damage() / 3 && one_turn_in( 1_hours ) ) {
598 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_damaged" ).value_or(
599 translation() ).translated();
600 does_talk = true;
601 } else if( one_turn_in( 4_hours ) ) {
602 i_talk_w = SNIPPET.random_from_category( "schizo_weapon_talk_misc" ).value_or(
603 translation() ).translated();
604 does_talk = true;
605 }
606 if( does_talk ) {
607 add_msg( _( "%1$s says: \"%2$s\"" ), i_name_w, i_talk_w );
608 return;
609 }
610 }
611}
void sound_hallu()
Creates an auditory hallucination.
Definition: suffer.cpp:1706
static skill_id random_skill()
Definition: skill.cpp:192
double get_var(const std::string &name, double default_value) const
Definition: item.cpp:1022
int max_damage() const
Maximum amount of damage to an item (state before destroyed)
Definition: item.cpp:6062
bool has_var(const std::string &name) const
Whether the variable is defined at all.
Definition: item.cpp:1067
int damage() const
How much damage has the item sustained?
Definition: item.cpp:693
std::vector< shared_ptr_fast< npc > > get_npcs_near_player(int radius)
Same as get_npcs_near(int,int,int,int) but uses player position as center.
std::string expand(const std::string &str) const
Expand the string by recursively replacing tags in angle brackets (<>) with random snippets from the ...
std::weak_ptr< T > weak_ptr_fast
Definition: memory_fast.h:17
void parse_tags(std::string &phrase, const Character &u, const Character &me, const itype_id &item_type=itype_id::NULL_ID())
Definition: npctalk.cpp:1571
static const efftype_id effect_bleed("bleed")
static const mtype_id mon_zombie_cop("mon_zombie_cop")
static const efftype_id effect_hallu("hallu")
static const mtype_id mon_zombie_fireman("mon_zombie_fireman")
static const mtype_id mon_zombie_fat("mon_zombie_fat")
static const mtype_id mon_zombie_soldier("mon_zombie_soldier")
static const mtype_id mon_zombie("mon_zombie")
static const efftype_id effect_valium("valium")

References _, Creature::add_effect(), add_morale(), add_msg(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), item::damage(), drop(), effect_bleed, effect_formication, effect_hallu, effect_shakes, effect_valium, effect_visuals, snippet_library::expand(), g, Name::generate(), overmapbuffer::get_npcs_near_player(), get_skill_level(), item::get_var(), Creature::has_effect(), item::has_var(), Creature::is_npc(), item::is_null(), m_bad, m_good, m_warning, item::max_damage(), mod_painkiller(), mon_zombie, mon_zombie_cop, mon_zombie_fat, mon_zombie_fireman, mon_zombie_soldier, MORALE_FEELING_BAD, MORALE_FEELING_GOOD, name, Skill::name(), string_id< T >::obj(), one_in(), one_turn_in(), overmap_buffer, parse_tags(), pos(), random_body_part(), random_entry_ref(), snippet_library::random_from_category(), Skill::random_skill(), rng(), sees(), shout(), SNIPPET, sound_hallu(), string_format(), item::type_name(), and weapon.

Referenced by suffer_while_awake().

◆ suffer_from_stimulants()

void Character::suffer_from_stimulants ( int  current_stim)
private

Definition at line 1334 of file suffer.cpp.

1335{
1336 // Stim +250 kills
1337 if( current_stim > 210 ) {
1338 if( one_turn_in( 2_minutes ) && !has_effect( effect_downed ) ) {
1339 add_msg_if_player( m_bad, _( "Your muscles spasm!" ) );
1340 if( !has_effect( effect_downed ) ) {
1341 add_msg_if_player( m_bad, _( "You fall to the ground!" ) );
1342 add_effect( effect_downed, rng( 6_turns, 20_turns ) );
1343 }
1344 }
1345 }
1346 if( current_stim > 110 ) {
1347 if( !has_effect( effect_shakes ) && calendar::once_every( 10_minutes ) ) {
1348 add_msg( _( "You shake uncontrollably." ) );
1349 add_effect( effect_shakes, 15_minutes + 1_turns );
1350 }
1351 }
1352 if( current_stim > 75 ) {
1353 if( calendar::once_every( 5_minutes ) && !has_effect( effect_nausea ) ) {
1354 add_msg( _( "You feel nauseous…" ) );
1355 add_effect( effect_nausea, 5_minutes );
1356 }
1357 }
1358
1359 //stim -200 or painkillers 240 kills
1360 if( current_stim < -160 || get_painkiller() > 200 ) {
1361 if( one_turn_in( 3_minutes ) && !in_sleep_state() ) {
1362 add_msg_if_player( m_bad, _( "You black out!" ) );
1363 const time_duration dur = rng( 30_minutes, 60_minutes );
1364 add_effect( effect_downed, dur );
1365 fall_asleep( dur );
1366 }
1367 }
1368 if( current_stim < -60 || get_painkiller() > 130 ) {
1369 if( calendar::once_every( 10_minutes ) ) {
1370 add_msg( m_warning, _( "You feel tired…" ) );
1371 mod_fatigue( rng( 1, 2 ) );
1372 }
1373 }
1374}
static const efftype_id effect_nausea("nausea")

References _, Creature::add_effect(), add_msg(), Creature::add_msg_if_player(), effect_downed, effect_nausea, effect_shakes, fall_asleep(), get_painkiller(), Creature::has_effect(), in_sleep_state(), m_bad, m_warning, mod_fatigue(), calendar::once_every(), one_turn_in(), and rng().

Referenced by suffer().

◆ suffer_from_sunburn()

void Character::suffer_from_sunburn ( )
private

Definition at line 806 of file suffer.cpp.

807{
809 return;
810 }
811
812 std::string sunlight_effect;
814 // Albinism and datura have the same effects, once per minute on average
815 if( !one_turn_in( 1_minutes ) ) {
816 return;
817 }
818 sunlight_effect = _( "The sunlight is really irritating" );
819 } else if( has_trait( trait_SUNBURN ) ) {
820 // Sunburn effects occur about 3 times per minute
821 if( !one_turn_in( 20_seconds ) ) {
822 return;
823 }
824 sunlight_effect = _( "The sunlight burns" );
825 }
826
827 // Sunglasses can keep the sun off the eyes.
828 if( !has_bionic( bio_sunglasses ) &&
829 !( wearing_something_on( bodypart_id( "eyes" ) ) &&
831 add_msg_if_player( m_bad, _( "%s your eyes." ), sunlight_effect );
832 // Pain (1/60) or loss of focus (59/60)
833 if( one_turn_in( 1_minutes ) ) {
834 mod_pain( 1 );
835 } else {
836 focus_pool --;
837 }
838 }
839 // Umbrellas can keep the sun off the skin
840 if( weapon.has_flag( "RAIN_PROTECT" ) ) {
841 return;
842 }
843
844 std::map<bodypart_id, float> bp_exposure = bodypart_exposure();
845
846 // Minimum exposure threshold for pain
847 const float MIN_EXPOSURE = 0.01f;
848 // Count how many body parts are above the threshold
849 int count_affected_bp = 0;
850 // Get the most exposed body part, and how exposed it is. This is to tell the player what body
851 // part is most irritated by sun, so they know what needs to be covered up better.
852 bodypart_id most_exposed_bp;
853 float max_exposure = 0.0f;
854 // Check each bodypart with exposure above the minimum
855 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
856 const float exposure = bp_exp.second;
857 // Skip minimally-exposed parts, and skip the eyes (handled by sunglasses)
858 if( exposure <= MIN_EXPOSURE || bp_exp.first == bodypart_id( "eyes" ) ) {
859 continue;
860 }
861 ++count_affected_bp;
862 if( exposure > max_exposure ) {
863 max_exposure = exposure;
864 most_exposed_bp = bp_exp.first;
865 }
866 }
867
868 // If all body parts are protected, there is no suffering
869 if( count_affected_bp == 0 || !most_exposed_bp ) {
870 return;
871 }
872
873 // Check if both arms/legs are affected
874 int count_limbs = 1;
875 const bodypart_id &other_bp = most_exposed_bp->opposite_part;
876 const bodypart_id &other_bp_rev = other_bp->opposite_part;
877 // If these are different, we have a left/right part like a leg or arm.
878 // If same, it's a central body part with no opposite, like head or torso.
879 // Only used to generate a simpler message when both arms or both legs are affected.
880 if( other_bp != other_bp_rev ) {
881 const auto found = bp_exposure.find( other_bp );
882 // Is opposite part exposed?
883 if( found != bp_exposure.end() && found->second > MIN_EXPOSURE ) {
884 ++count_limbs;
885 }
886 }
887 // Get singular or plural body part name; append "and other body parts" if appropriate
888 std::string bp_name = body_part_name( most_exposed_bp, count_limbs );
889 if( count_affected_bp == count_limbs ) {
890 add_msg_if_player( m_bad, _( "%s your %s." ), sunlight_effect, bp_name );
891 } else {
892 add_msg_if_player( m_bad, _( "%s your %s and other body parts." ), sunlight_effect,
893 bp_name );
894 }
895
896 // Wake up from skin irritation/burning
897 if( has_effect( effect_sleep ) ) {
898 wake_up();
899 }
900
901 // Solar Sensitivity (SUNBURN) trait causes injury to exposed parts
902 if( has_trait( trait_SUNBURN ) ) {
903 mod_pain( 1 );
904 // Check exposure of all body parts
905 for( const std::pair<const bodypart_id, float> &bp_exp : bp_exposure ) {
906 const bodypart_id &this_part = bp_exp.first;
907 const float exposure = bp_exp.second;
908 // Skip parts with adequate protection
909 if( exposure <= MIN_EXPOSURE ) {
910 continue;
911 }
912 // Don't damage eyes directly, since it takes from head HP (in other words, your head
913 // won't be destroyed if only your eyes are exposed).
914 if( this_part == bodypart_id( "eyes" ) ) {
915 continue;
916 }
917 // Exposure percentage determines likelihood of injury
918 // 10% exposure is 10% chance of injury, naked = 100% chance
919 if( x_in_y( exposure, 1.0 ) ) {
920 // Because hands and feet share an HP pool with arms and legs, and the mouth shares
921 // an HP pool with the head, those parts take an unfair share of damage in relation
922 // to the torso, which only has one part. Increase torso damage to balance this.
923 if( this_part == bodypart_id( "torso" ) ) {
924 apply_damage( nullptr, this_part, 2 );
925 } else {
926 apply_damage( nullptr, this_part, 1 );
927 }
928 }
929 }
930 } else {
931 // Albinism/datura causes pain (1/60) or focus loss (59/60)
932 if( one_turn_in( 1_minutes ) ) {
933 mod_pain( 1 );
934 } else {
935 focus_pool --;
936 }
937 }
938}
std::map< bodypart_id, float > bodypart_exposure()
Map body parts to their total exposure, from 0.0 (fully covered) to 1.0 (buck naked).
Definition: suffer.cpp:779
static const trait_id trait_ALBINO("ALBINO")
static const std::string flag_BLIND("BLIND")
static const trait_id trait_SUNBURN("SUNBURN")
static const std::string flag_SUN_GLASSES("SUN_GLASSES")
static const bionic_id bio_sunglasses("bio_sunglasses")

References _, Creature::add_msg_if_player(), apply_damage(), bio_sunglasses, body_part_name(), bodypart_exposure(), effect_datura, effect_sleep, flag_BLIND(), flag_SUN_GLASSES(), focus_pool, has_bionic(), Creature::has_effect(), item::has_flag(), has_trait(), m_bad, Creature::mod_pain(), one_turn_in(), trait_ALBINO, trait_SUNBURN, wake_up(), weapon, wearing_something_on(), worn_with_flag(), and x_in_y().

Referenced by suffer_in_sunlight().

◆ suffer_in_sunlight()

void Character::suffer_in_sunlight ( )
private

Definition at line 714 of file suffer.cpp.

715{
716 double sleeve_factor = armwear_factor();
717 const bool has_hat = wearing_something_on( bodypart_id( "head" ) );
718 const bool leafy = has_trait( trait_LEAVES ) || has_trait( trait_LEAVES2 ) ||
720 const bool leafier = has_trait( trait_LEAVES2 ) || has_trait( trait_LEAVES3 );
721 const bool leafiest = has_trait( trait_LEAVES3 );
722 int sunlight_nutrition = 0;
723 if( leafy && g->m.is_outside( pos() ) && ( g->light_level( pos().z ) >= 40 ) ) {
724 const float weather_factor = ( get_weather().weather_id->sun_intensity >=
725 sun_intensity_type::normal ) ? 1.0 : 0.5;
726 const int player_local_temp = get_weather().get_temperature( pos() );
727 int flux = ( player_local_temp - 65 ) / 2;
728 if( !has_hat ) {
729 sunlight_nutrition += ( 100 + flux ) * weather_factor;
730 }
731 if( leafier ) {
732 int rate = ( ( 100 * sleeve_factor ) + flux ) * 2;
733 sunlight_nutrition += ( rate * ( leafiest ? 2 : 1 ) ) * weather_factor;
734 }
735 }
736
737 if( x_in_y( sunlight_nutrition, 18000 ) ) {
738 vitamin_mod( vitamin_id( "vitA" ), 1, true );
739 vitamin_mod( vitamin_id( "vitC" ), 1, true );
740 }
741
742 if( x_in_y( sunlight_nutrition, 12000 ) ) {
743 mod_stored_kcal( 10 );
744 stomach.ate();
745 }
746
747 if( !g->is_in_sunlight( pos() ) ) {
748 return;
749 }
750
753 }
754
756 get_weather().weather_id->sun_intensity >= sun_intensity_type::high ) {
757 mod_str_bonus( -1 );
758 mod_dex_bonus( -1 );
759 add_miss_reason( _( "The sunlight distracts you." ), 1 );
760 mod_int_bonus( -1 );
761 mod_per_bonus( -1 );
762 }
763 if( has_trait( trait_TROGLO2 ) ) {
764 mod_str_bonus( -1 );
765 mod_dex_bonus( -1 );
766 add_miss_reason( _( "The sunlight distracts you." ), 1 );
767 mod_int_bonus( -1 );
768 mod_per_bonus( -1 );
769 }
770 if( has_trait( trait_TROGLO3 ) ) {
771 mod_str_bonus( -4 );
772 mod_dex_bonus( -4 );
773 add_miss_reason( _( "You can't stand the sunlight!" ), 4 );
774 mod_int_bonus( -4 );
775 mod_per_bonus( -4 );
776 }
777}
void suffer_from_sunburn()
Definition: suffer.cpp:806
double armwear_factor() const
Same as footwear factor, but for arms.
Definition: character.cpp:8899
weather_type_id weather_id
Definition: weather.h:193
sun_intensity_type sun_intensity
Definition: weather_type.h:121
static const trait_id trait_LEAVES("LEAVES")
static const trait_id trait_TROGLO3("TROGLO3")
static const trait_id trait_LEAVES2("LEAVES2")
static const trait_id trait_TROGLO("TROGLO")
static const trait_id trait_TROGLO2("TROGLO2")
static const trait_id trait_LEAVES3("LEAVES3")

References _, add_miss_reason(), armwear_factor(), stomach_contents::ate(), effect_datura, g, weather_manager::get_temperature(), get_weather(), Creature::has_effect(), has_trait(), high, mod_dex_bonus(), mod_int_bonus(), mod_per_bonus(), mod_stored_kcal(), mod_str_bonus(), normal, pos(), stomach, suffer_from_sunburn(), weather_type::sun_intensity, trait_ALBINO, trait_LEAVES, trait_LEAVES2, trait_LEAVES3, trait_SUNBURN, trait_TROGLO, trait_TROGLO2, trait_TROGLO3, vitamin_mod(), wearing_something_on(), weather_manager::weather_id, and x_in_y().

Referenced by suffer().

◆ suffer_mutation_power()

void Character::suffer_mutation_power ( const mutation_branch mdata,
Character::trait_data tdata 
)
private

Definition at line 202 of file suffer.cpp.

204{
205 if( tdata.powered && tdata.charge > 0 ) {
206 // Already-on units just lose a bit of charge
207 tdata.charge--;
208 } else {
209 // Not-on units, or those with zero charge, have to pay the power cost
210 if( mdata.cooldown > 0 ) {
211 tdata.powered = true;
212 tdata.charge = mdata.cooldown - 1;
213 }
214 if( mdata.hunger ) {
215 // does not directly modify hunger, but burns kcal
216 mod_stored_nutr( mdata.cost );
219 _( "You're too malnourished to keep your %s going." ),
220 mdata.name() );
221 tdata.powered = false;
222 }
223 }
224 if( mdata.thirst ) {
225 mod_thirst( mdata.cost );
226 // Well into Dehydrated
229 _( "You're too dehydrated to keep your %s going." ),
230 mdata.name() );
231 tdata.powered = false;
232 }
233 }
234 if( mdata.fatigue ) {
235 mod_fatigue( mdata.cost );
236 // Exhausted
239 _( "You're too exhausted to keep your %s going." ),
240 mdata.name() );
241 tdata.powered = false;
242 }
243 }
244 if( !tdata.powered ) {
245 apply_mods( mdata.id, false );
246 }
247 }
248}
virtual void mod_stored_nutr(int nnutr)
Definition: character.cpp:4288
constexpr float underweight
int charge
Time (in turns) until the mutation increase hunger/thirst/fatigue according to its cost (mutation_bra...
Definition: character.h:2108

References _, Creature::add_msg_if_player(), apply_mods(), bmi(), Character::trait_data::charge, mutation_branch::cooldown, mutation_branch::cost, dehydrated, exhausted, mutation_branch::fatigue, get_fatigue(), get_thirst(), mutation_branch::hunger, mutation_branch::id, m_warning, mod_fatigue(), mod_stored_nutr(), mod_thirst(), mutation_branch::name(), Character::trait_data::powered, mutation_branch::thirst, and character_weight_category::underweight.

Referenced by suffer().

◆ suffer_water_damage()

void Character::suffer_water_damage ( const mutation_branch mdata)
private

suffer() subcalls

Definition at line 182 of file suffer.cpp.

183{
184 for( const std::pair<const bodypart_str_id, bodypart> &elem : get_body() ) {
185 const float wetness_percentage = static_cast<float>( body_wetness[elem.first->token] ) /
186 drench_capacity[elem.first->token];
187 const int dmg = mdata.weakness_to_water * wetness_percentage;
188 if( dmg > 0 ) {
189 apply_damage( nullptr, elem.first, dmg );
190 add_msg_player_or_npc( m_bad, _( "Your %s is damaged by the water." ),
191 _( "<npcname>'s %s is damaged by the water." ),
192 body_part_name( elem.first ) );
193 } else if( dmg < 0 && elem.second.is_at_max_hp() ) {
194 heal( elem.first, std::abs( dmg ) );
195 add_msg_player_or_npc( m_good, _( "Your %s is healed by the water." ),
196 _( "<npcname>'s %s is healed by the water." ),
197 body_part_name( elem.first ) );
198 }
199 }
200}
int weakness_to_water
maximum damage dealt by water every minute when wet.
Definition: mutation.h:185

References _, Creature::add_msg_player_or_npc(), apply_damage(), body_part_name(), body_wetness, drench_capacity, Creature::get_body(), heal(), m_bad, m_good, and mutation_branch::weakness_to_water.

Referenced by suffer().

◆ suffer_while_awake()

void Character::suffer_while_awake ( int  current_stim)
private

Definition at line 300 of file suffer.cpp.

301{
303 ( weight_carried() > 4 * weight_capacity() ) ) {
304 if( has_effect( effect_downed ) ) {
305 add_effect( effect_downed, 1_turns, num_bp, 0 );
306 } else {
307 add_effect( effect_downed, 2_turns, num_bp, 0 );
308 }
309 }
312 }
316 }
317
319 if( one_turn_in( 8_hours ) ) {
320 add_msg( m_bad,
321 _( "You're suddenly overcome with the urge to sleep and you pass out." ) );
322 fall_asleep( 20_minutes );
323 }
324 }
325
327 if( current_stim > 50 && one_in( to_turns<int>( 30_minutes ) - ( current_stim * 6 ) ) ) {
328 add_effect( effect_shakes, 30_minutes + 1_turns * current_stim );
329 } else if( ( get_kcal_percent() < 0.95f ) &&
330 one_turn_in( 60_minutes - 1_seconds * ( max_stored_kcal() - get_stored_kcal() ) ) ) {
331 add_effect( effect_shakes, 40_minutes );
332 }
333 }
334
335 if( has_trait( trait_MOODSWINGS ) && one_turn_in( 6_hours ) ) {
336 if( rng( 1, 20 ) > 9 ) {
337 // 55% chance
338 add_morale( MORALE_MOODSWING, -100, -500 );
339 } else {
340 // 45% chance
341 add_morale( MORALE_MOODSWING, 100, 500 );
342 }
343 }
344
345 if( has_trait( trait_VOMITOUS ) && one_turn_in( 7_hours ) ) {
346 vomit();
347 }
348
349 if( has_trait( trait_SHOUT1 ) && one_turn_in( 6_hours ) ) {
350 shout();
351 }
352 if( has_trait( trait_SHOUT2 ) && one_turn_in( 4_hours ) ) {
353 shout();
354 }
355 if( has_trait( trait_SHOUT3 ) && one_turn_in( 3_hours ) ) {
356 shout();
357 }
358 if( has_trait( trait_M_SPORES ) && one_turn_in( 4_hours ) ) {
359 spores();
360 }
361 if( has_trait( trait_M_BLOSSOMS ) && one_turn_in( 3_hours ) ) {
362 blossoms();
363 }
364}
void suffer_from_chemimbalance()
Definition: suffer.cpp:366
void suffer_from_schizophrenia()
Definition: suffer.cpp:429
@ AEP_SCHIZO
Definition: enums.h:128
const morale_type MORALE_MOODSWING("morale_moodswing")
static const trait_id trait_JITTERY("JITTERY")
static const trait_id trait_SHOUT1("SHOUT1")
static const trait_id trait_NARCOLEPTIC("NARCOLEPTIC")
static const efftype_id effect_took_thorazine("took_thorazine")
static const trait_id trait_SHOUT2("SHOUT2")
static const trait_id trait_VOMITOUS("VOMITOUS")
static const trait_id trait_DEBUG_STORAGE("DEBUG_STORAGE")
static const trait_id trait_CHEMIMBALANCE("CHEMIMBALANCE")
static const trait_id trait_M_BLOSSOMS("M_BLOSSOMS")
static const trait_id trait_SHOUT3("SHOUT3")
static const trait_id trait_SCHIZOPHRENIC("SCHIZOPHRENIC")
static const trait_id trait_M_SPORES("M_SPORES")
static const trait_id trait_MOODSWINGS("MOODSWINGS")

References _, Creature::add_effect(), add_morale(), add_msg(), AEP_SCHIZO, blossoms(), effect_downed, effect_shakes, effect_took_thorazine, fall_asleep(), get_kcal_percent(), get_stored_kcal(), has_artifact_with(), Creature::has_effect(), has_trait(), m_bad, max_stored_kcal(), MORALE_MOODSWING, num_bp, one_in(), one_turn_in(), rng(), shout(), spores(), suffer_from_chemimbalance(), suffer_from_schizophrenia(), trait_CHEMIMBALANCE, trait_DEBUG_STORAGE, trait_JITTERY, trait_M_BLOSSOMS, trait_M_SPORES, trait_MOODSWINGS, trait_NARCOLEPTIC, trait_SCHIZOPHRENIC, trait_SHOUT1, trait_SHOUT2, trait_SHOUT3, trait_VOMITOUS, vomit(), weight_capacity(), and weight_carried().

Referenced by suffer().

◆ suffer_while_underwater()

void Character::suffer_while_underwater ( )
private

Definition at line 250 of file suffer.cpp.

251{
253 oxygen--;
254 }
255 if( oxygen < 12 && worn_with_flag( "REBREATHER" ) ) {
256 oxygen += 12;
257 }
258 if( oxygen <= 5 ) {
259 if( has_bionic( bio_gills ) && get_power_level() >= 25_kJ ) {
260 oxygen += 5;
261 mod_power_level( -25_kJ );
262 } else {
263 add_msg_if_player( m_bad, _( "You're drowning!" ) );
264 apply_damage( nullptr, bodypart_id( "torso" ), rng( 1, 4 ) );
265 }
266 }
267 if( has_trait( trait_FRESHWATEROSMOSIS ) && !g->m.has_flag_ter( "SALT_WATER", pos() ) &&
269 mod_thirst( -1 );
270 }
271}
static const trait_id trait_FRESHWATEROSMOSIS("FRESHWATEROSMOSIS")
static const trait_id trait_GILLS_CEPH("GILLS_CEPH")
static const trait_id trait_GILLS("GILLS")

References _, Creature::add_msg_if_player(), apply_damage(), bio_gills, g, get_power_level(), get_thirst(), has_bionic(), has_trait(), m_bad, mod_power_level(), mod_thirst(), oxygen, pos(), rng(), trait_FRESHWATEROSMOSIS, trait_GILLS, trait_GILLS_CEPH, turgid, and worn_with_flag().

Referenced by suffer().

◆ suffer_without_sleep()

void Character::suffer_without_sleep ( int  sleep_deprivation)
private

Definition at line 1376 of file suffer.cpp.

1377{
1378 if( has_effect( effect_meth ) ) {
1379 return;
1380 }
1381 // redo as a snippet?
1383 if( one_turn_in( 50_minutes ) ) {
1384 switch( dice( 1, 4 ) ) {
1385 default:
1386 case 1:
1387 add_msg_player_or_npc( m_warning, _( "You tiredly rub your eyes." ),
1388 _( "<npcname> tiredly rubs their eyes." ) );
1389 break;
1390 case 2:
1391 add_msg_player_or_npc( m_warning, _( "You let out a small yawn." ),
1392 _( "<npcname> lets out a small yawn." ) );
1393 break;
1394 case 3:
1395 add_msg_player_or_npc( m_warning, _( "You stretch your back." ),
1396 _( "<npcname> stretches their back." ) );
1397 break;
1398 case 4:
1399 add_msg_player_or_npc( m_warning, _( "You feel mentally tired." ),
1400 _( "<npcname> lets out a huge yawn." ) );
1401 break;
1402 }
1403 }
1404 }
1405 // Minor discomfort
1407 if( one_turn_in( 75_minutes ) ) {
1408 add_msg_if_player( m_warning, _( "You feel lightheaded for a moment." ) );
1409 moves -= 10;
1410 }
1411 if( one_turn_in( 100_minutes ) ) {
1412 add_msg_if_player( m_warning, _( "Your muscles spasm uncomfortably." ) );
1413 mod_pain( 2 );
1414 }
1415 if( !has_effect( effect_visuals ) && one_turn_in( 150_minutes ) ) {
1416 add_msg_if_player( m_warning, _( "Your vision blurs a little." ) );
1417 add_effect( effect_visuals, rng( 1_minutes, 5_minutes ) );
1418 }
1419 }
1420 // Slight disability
1422 if( one_turn_in( 75_minutes ) ) {
1423 add_msg_if_player( m_bad, _( "Your mind lapses into unawareness briefly." ) );
1424 moves -= rng( 20, 80 );
1425 }
1426 if( one_turn_in( 125_minutes ) ) {
1427 add_msg_if_player( m_bad, _( "Your muscles ache in stressfully unpredictable ways." ) );
1428 mod_pain( rng( 2, 10 ) );
1429 }
1430 if( one_turn_in( 5_hours ) ) {
1431 add_msg_if_player( m_bad, _( "You have a distractingly painful headache." ) );
1432 mod_pain( rng( 10, 25 ) );
1433 }
1434 }
1435 // Major disability, high chance of passing out also relevant
1437 if( !has_effect( effect_nausea ) && one_turn_in( 500_minutes ) ) {
1438 add_msg_if_player( m_bad, _( "You feel heartburn and an acid taste in your mouth." ) );
1439 mod_pain( 5 );
1440 add_effect( effect_nausea, rng( 5_minutes, 30_minutes ) );
1441 }
1442 if( one_turn_in( 5_hours ) ) {
1443 add_msg_if_player( m_bad, _( "Your mind is so tired that you feel you can't trust "
1444 "your eyes anymore." ) );
1445 add_effect( effect_hallu, rng( 5_minutes, 60_minutes ) );
1446 }
1447 if( !has_effect( effect_shakes ) && one_turn_in( 425_minutes ) ) {
1448 add_msg_if_player( m_bad, _( "Your muscles spasm uncontrollably, and you have "
1449 "trouble keeping your balance." ) );
1450 add_effect( effect_shakes, 15_minutes );
1451 } else if( has_effect( effect_shakes ) && one_turn_in( 75_seconds ) ) {
1452 moves -= 10;
1453 add_msg_player_or_npc( m_warning, _( "Your shaking legs make you stumble." ),
1454 _( "<npcname> stumbles." ) );
1455 if( !has_effect( effect_downed ) && one_in( 10 ) ) {
1456 add_msg_player_or_npc( m_bad, _( "You fall over!" ), _( "<npcname> falls over!" ) );
1457 add_effect( effect_downed, rng( 3_turns, 10_turns ) );
1458 }
1459 }
1460 }
1461}
int dice(int number, int sides)
Definition: rng.cpp:85
static const efftype_id effect_meth("meth")

References _, Creature::add_effect(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), dice(), effect_downed, effect_hallu, effect_meth, effect_nausea, effect_shakes, effect_visuals, harmless, Creature::has_effect(), m_bad, m_warning, major, minor, Creature::mod_pain(), Creature::moves, one_in(), one_turn_in(), rng(), serious, and sleep_deprivation.

Referenced by suffer().

◆ swim_speed()

int Character::swim_speed ( ) const

Returns the player's speed for swimming across water tiles.

Strength increases swim speed bonus from PAWS Strength increases swim speed bonus from PAWS_LARGE Strength increases swim speed bonus from swim_fins Strength increases swim speed bonus from WEBBED Swimming increases swim speed Strength increases swim speed Dexterity increases swim speed

Definition at line 873 of file character.cpp.

874{
875 int ret;
876 if( is_mounted() ) {
877 monster *mon = mounted_creature.get();
878 // no difference in swim speed by monster type yet.
879 // TODO: difference in swim speed by monster type.
880 // No monsters are currently mountable and can swim, though mods may allow this.
881 if( mon->swims() ) {
882 ret = 25;
883 ret += get_weight() / 120_gram - 50 * mon->get_size();
884 return ret;
885 }
886 }
887 const auto usable = exclusive_flag_coverage( "ALLOWS_NATURAL_ATTACKS" );
888 float hand_bonus_mult = ( usable.test( bp_hand_l ) ? 0.5f : 0.0f ) +
889 ( usable.test( bp_hand_r ) ? 0.5f : 0.0f );
890
891 // base swim speed.
892 ret = ( 440 * mutation_value( "movecost_swim_modifier" ) ) + weight_carried() /
893 ( 60_gram / mutation_value( "movecost_swim_modifier" ) ) - 50 * get_skill_level( skill_swimming );
894 /** @EFFECT_STR increases swim speed bonus from PAWS */
895 if( has_trait( trait_PAWS ) ) {
896 ret -= hand_bonus_mult * ( 20 + str_cur * 3 );
897 }
898 /** @EFFECT_STR increases swim speed bonus from PAWS_LARGE */
899 if( has_trait( trait_PAWS_LARGE ) ) {
900 ret -= hand_bonus_mult * ( 20 + str_cur * 4 );
901 }
902 /** @EFFECT_STR increases swim speed bonus from swim_fins */
903 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) ||
904 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
905 if( worn_with_flag( "FIN", bodypart_id( "foot_l" ) ) &&
906 worn_with_flag( "FIN", bodypart_id( "foot_r" ) ) ) {
907 ret -= ( 15 * str_cur );
908 } else {
909 ret -= ( 15 * str_cur ) / 2;
910 }
911 }
912 /** @EFFECT_STR increases swim speed bonus from WEBBED */
913 if( has_trait( trait_WEBBED ) ) {
914 ret -= hand_bonus_mult * ( 60 + str_cur * 5 );
915 }
916 /** @EFFECT_SWIMMING increases swim speed */
917 ret += ( 50 - get_skill_level( skill_swimming ) * 2 ) * ( ( encumb( bp_leg_l ) + encumb(
918 bp_leg_r ) ) / 10 );
919 ret += ( 80 - get_skill_level( skill_swimming ) * 3 ) * ( encumb( bp_torso ) / 10 );
920 if( get_skill_level( skill_swimming ) < 10 ) {
921 for( auto &i : worn ) {
922 ret += i.volume() / 125_ml * ( 10 - get_skill_level( skill_swimming ) );
923 }
924 }
925 /** @EFFECT_STR increases swim speed */
926
927 /** @EFFECT_DEX increases swim speed */
928 ret -= str_cur * 6 + dex_cur * 4;
929 if( worn_with_flag( "FLOTATION" ) ) {
930 ret = std::min( ret, 400 );
931 ret = std::max( ret, 200 );
932 }
933 // If (ret > 500), we can not swim; so do not apply the underwater bonus.
934 if( underwater && ret < 500 ) {
935 ret -= 50;
936 }
937
938 // Running movement mode while swimming means faster swim style, like crawlstroke
939 if( move_mode == CMM_RUN ) {
940 ret -= 80;
941 }
942 // Crouching movement mode while swimming means slower swim style, like breaststroke
943 if( move_mode == CMM_CROUCH ) {
944 ret += 50;
945 }
946
947 if( ret < 30 ) {
948 ret = 30;
949 }
950 return ret;
951}
static const skill_id skill_swimming("swimming")
static const trait_id trait_WEBBED("WEBBED")
static const trait_id trait_PAWS_LARGE("PAWS_LARGE")
static const trait_id trait_PAWS("PAWS")
bool swims() const
Definition: monster.cpp:926

References bp_hand_l, bp_hand_r, bp_leg_l, bp_leg_r, bp_torso, CMM_CROUCH, CMM_RUN, dex_cur, encumb(), exclusive_flag_coverage(), monster::get_size(), get_skill_level(), get_weight(), has_trait(), is_mounted(), mounted_creature, move_mode, mutation_value(), cata::hash64_detail::ret, skill_swimming, str_cur, monster::swims(), trait_PAWS, trait_PAWS_LARGE, trait_WEBBED, Creature::underwater, weight_carried(), worn, and worn_with_flag().

Referenced by avatar_action::move(), avatar_action::swim(), and game::vertical_move().

◆ switch_mutations()

void Character::switch_mutations ( const trait_id switched,
const trait_id target,
bool  start_powered 
)

Unset switched mutation and set target mutation instead.

Definition at line 184 of file mutation.cpp.

186{
187 unset_mutation( switched );
188 mutation_loss_effect( switched );
189
190 set_mutation( target );
191 my_mutations[target].powered = start_powered;
192 mutation_effect( target );
193}

References mutation_effect(), mutation_loss_effect(), my_mutations, set_mutation(), and unset_mutation().

Referenced by activate_mutation(), and deactivate_mutation().

◆ symbol()

const std::string & Character::symbol ( ) const
overridevirtual

Implements Creature.

Definition at line 507 of file character.cpp.

508{
509 static const std::string character_symbol( "@" );
510 return character_symbol;
511}

Referenced by anonymous_namespace{animation.cpp}::draw_hit_player_curses(), map_memory::load_legacy(), avatar::memorize_symbol(), mm_elem::operator==(), and mm_submap::serialize().

◆ symbol_color()

nc_color Character::symbol_color ( ) const
overridevirtual

Color's character's tile's background.

Implements Creature.

Definition at line 6091 of file character.cpp.

6092{
6093 nc_color basic = basic_symbol_color();
6094
6095 if( has_effect( effect_downed ) ) {
6096 return hilite( basic );
6097 } else if( has_effect( effect_grabbed ) ) {
6098 return cyan_background( basic );
6099 }
6100
6101 const auto &fields = g->m.field_at( pos() );
6102
6103 // Priority: electricity, fire, acid, gases
6104 bool has_elec = false;
6105 bool has_fire = false;
6106 bool has_acid = false;
6107 bool has_fume = false;
6108 for( const auto &field : fields ) {
6109 has_elec = field.first.obj().has_elec;
6110 if( has_elec ) {
6111 return hilite( basic );
6112 }
6113 has_fire = field.first.obj().has_fire;
6114 has_acid = field.first.obj().has_acid;
6115 has_fume = field.first.obj().has_fume;
6116 }
6117 if( has_fire ) {
6118 return red_background( basic );
6119 }
6120 if( has_acid ) {
6121 return green_background( basic );
6122 }
6123 if( has_fume ) {
6124 return white_background( basic );
6125 }
6126 if( in_sleep_state() ) {
6127 return hilite( basic );
6128 }
6129 return basic;
6130}
virtual nc_color basic_symbol_color() const =0
A variable sized collection of field entries on a given map square.
Definition: field.h:131
nc_color white_background(const nc_color &c)
Definition: color.cpp:521
nc_color green_background(const nc_color &c)
Definition: color.cpp:527
nc_color red_background(const nc_color &c)
Definition: color.cpp:515
nc_color cyan_background(const nc_color &c)
Definition: color.cpp:545
nc_color hilite(const nc_color &c)
Definition: color.cpp:509

References Creature::basic_symbol_color(), cyan_background(), effect_downed, effect_grabbed, g, green_background(), Creature::has_effect(), has_fire(), hilite(), in_sleep_state(), pos(), red_background(), and white_background().

Referenced by overmap_ui::draw_ascii(), anonymous_namespace{animation.cpp}::draw_hit_player_curses(), and game::list_monsters().

◆ temp_corrected_by_climate_control()

int Character::temp_corrected_by_climate_control ( int  temperature) const

Value of the body temperature corrected by climate control.

Definition at line 9532 of file character.cpp.

9533{
9534 const int variation = int( BODYTEMP_NORM * 0.5 );
9535 if( temperature < BODYTEMP_SCORCHING + variation &&
9536 temperature > BODYTEMP_FREEZING - variation ) {
9539 } else if( temperature > BODYTEMP_VERY_HOT ) {
9541 } else if( temperature > BODYTEMP_HOT ) {
9543 } else if( temperature < BODYTEMP_FREEZING ) {
9545 } else if( temperature < BODYTEMP_VERY_COLD ) {
9547 } else if( temperature < BODYTEMP_COLD ) {
9549 }
9550 }
9551 return temperature;
9552}

References BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, and BODYTEMP_VERY_HOT.

Referenced by update_bodytemp().

◆ temp_equalizer()

void Character::temp_equalizer ( const bodypart_id bp1,
const bodypart_id bp2 
)

Equalizes heat between body parts.

Definition at line 5661 of file character.cpp.

5662{
5663 // Body heat is moved around.
5664 // If bp1 is warmer, it will lose heat
5665 int diff = static_cast<int>( ( temp_cur[bp2->token] - temp_cur[bp1->token] ) * 0.001 );
5666 temp_cur[bp1->token] += diff;
5667 temp_cur[bp2->token] -= diff;
5668}

References temp_cur.

Referenced by update_bodytemp().

◆ throw_range()

int Character::throw_range ( const item it) const

Maximum thrown range with a given item, taking all active effects into account.

Strength determines maximum weight that can be thrown Strength increases throwing range, vs item weight (high or low) Strength caps throwing range Throw caps throwing range

Definition at line 6249 of file character.cpp.

6250{
6251 if( it.is_null() ) {
6252 return -1;
6253 }
6254
6255 item tmp = it;
6256
6257 if( tmp.count_by_charges() && tmp.charges > 1 ) {
6258 tmp.charges = 1;
6259 }
6260
6261 /** @EFFECT_STR determines maximum weight that can be thrown */
6262 if( ( tmp.weight() / 113_gram ) > static_cast<int>( str_cur * 15 ) ) {
6263 return 0;
6264 }
6265 // Increases as weight decreases until 150 g, then decreases again
6266 /** @EFFECT_STR increases throwing range, vs item weight (high or low) */
6267 int str_override = str_cur;
6268 if( is_mounted() ) {
6269 auto mons = mounted_creature.get();
6270 str_override = mons->mech_str_addition() != 0 ? mons->mech_str_addition() : str_cur;
6271 }
6272 int ret = ( str_override * 10 ) / ( tmp.weight() >= 150_gram ? tmp.weight() / 113_gram : 10 -
6273 static_cast<int>(
6274 tmp.weight() / 15_gram ) );
6275 ret -= tmp.volume() / 1_liter;
6276 static const std::set<material_id> affected_materials = { material_id( "iron" ), material_id( "steel" ) };
6277 if( has_active_bionic( bio_railgun ) && tmp.made_of_any( affected_materials ) ) {
6278 ret *= 2;
6279 }
6280 if( ret < 1 ) {
6281 return 1;
6282 }
6283 // Cap at double our strength + skill
6284 /** @EFFECT_STR caps throwing range */
6285
6286 /** @EFFECT_THROW caps throwing range */
6287 if( ret > str_override * 3 + get_skill_level( skill_throw ) ) {
6288 return str_override * 3 + get_skill_level( skill_throw );
6289 }
6290
6291 return ret;
6292}
static const bionic_id bio_railgun("bio_railgun")
static const skill_id skill_throw("throw")

References bio_railgun, item::charges, item::count_by_charges(), get_skill_level(), has_active_bionic(), is_mounted(), item::is_null(), item::made_of_any(), mounted_creature, cata::hash64_detail::ret, skill_throw, str_cur, item::volume(), and item::weight().

Referenced by npc::alt_attack(), target_handler::mode_throw(), and avatar_action::plthrow().

◆ toggle_trait()

void Character::toggle_trait ( const trait_id trait_)

Toggles a trait on the player and in their mutation list.

Definition at line 127 of file mutation.cpp.

128{
129 // Take copy of argument because it might be a reference into a container
130 // we're about to erase from.
131 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
132 const trait_id trait = trait_;
133 const auto titer = my_traits.find( trait );
134 const auto miter = my_mutations.find( trait );
135 // These shouldn't be inlined, otherwise the sync check uses invalid iterators
136 bool no_trait = titer == my_traits.end();
137 bool no_mutation = miter == my_mutations.end();
138 if( no_trait ) {
139 my_traits.insert( trait );
140 } else {
141 my_traits.erase( titer );
142 }
143 if( no_trait != no_mutation ) {
144 debugmsg( "my_traits and my_mutations were out of sync for %s\n", trait.str() );
145 return;
146 }
147 if( no_mutation ) {
148 set_mutation( trait );
149 } else {
150 unset_mutation( trait );
151 }
152}

References debugmsg, my_mutations, my_traits, set_mutation(), string_id< T >::str(), and unset_mutation().

Referenced by add_traits(), clear_mutations(), avatar::create(), wish_mutate_callback::key(), avatar::randomize(), npc::randomize(), reset_scenario(), set_profession(), set_traits(), and gun_actor::shoot().

◆ trait_by_invlet()

trait_id Character::trait_by_invlet ( int  ch) const

Returns the trait id with the given invlet, or an empty string if no trait has that invlet.

Definition at line 629 of file mutation.cpp.

630{
631 for( const std::pair<const trait_id, trait_data> &mut : my_mutations ) {
632 if( mut.second.key == ch ) {
633 return mut.first;
634 }
635 }
636 return trait_id::NULL_ID();
637}

References my_mutations, and string_id< mutation_branch >::NULL_ID().

Referenced by player::power_mutations_ui().

◆ unarmed_attack()

bool Character::unarmed_attack ( ) const

True if unarmed or wielding a weapon with the UNARMED_WEAPON flag.

Definition at line 150 of file melee.cpp.

151{
152 const item &weap = used_weapon();
153 return weap.is_null() || weap.has_flag( "UNARMED_WEAPON" );
154}

References item::has_flag(), item::is_null(), and used_weapon().

Referenced by mattack::copbot(), has_weapon(), conditional_t< T >::set_can_stow_weapon(), and conditional_t< T >::set_has_weapon().

◆ unimpaired_range()

int Character::unimpaired_range ( ) const

Returns the player maximum vision range factoring in mutations, diseases, and other effects.

Definition at line 736 of file character.cpp.

737{
738 return std::min( sight_max, 60 );
739}

References sight_max.

Referenced by sees().

◆ uninstall_bionic() [1/2]

bool Character::uninstall_bionic ( const bionic target_cbm,
monster installer,
player patient,
float  adjusted_skill 
)

Used by monster to perform surgery.

Definition at line 2085 of file bionics.cpp.

2087{
2088 if( installer.ammo[itype_anesthetic] <= 0 ) {
2089 if( g->u.sees( installer ) ) {
2090 add_msg( _( "The %s's anesthesia kit looks empty." ), installer.name() );
2091 }
2092 return false;
2093 }
2094
2095 const itype_id itemtype = target_cbm.info().itype();
2096 int difficulty = itemtype.is_valid() ? itemtype->bionic->difficulty : BIONIC_NOITEM_DIFFICULTY;
2097 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2098 int success = chance_of_success - rng( 1, 100 );
2099
2100 const time_duration duration = difficulty * 20_minutes;
2101 // don't stack up the effect
2102 if( !installer.has_effect( effect_operating ) ) {
2103 installer.add_effect( effect_operating, duration + 5_turns );
2104 }
2105
2106 if( patient.is_player() ) {
2107 add_msg( m_bad,
2108 _( "You feel a tiny pricking sensation in your right arm, and lose all sensation before abruptly blacking out." ) );
2109 } else if( g->u.sees( installer ) ) {
2110 add_msg( m_bad,
2111 _( "The %1$s gently inserts a syringe into %2$s's arm and starts injecting something while holding them down." ),
2112 installer.name(), patient.disp_name() );
2113 }
2114
2115 installer.ammo[itype_anesthetic] -= 1;
2116
2117 patient.add_effect( effect_narcosis, duration );
2118 patient.add_effect( effect_sleep, duration );
2119
2120 if( patient.is_player() ) {
2121 add_msg( _( "You fall asleep and %1$s starts operating." ), installer.disp_name() );
2122 } else if( g->u.sees( patient ) ) {
2123 add_msg( _( "%1$s falls asleep and %2$s starts operating." ), patient.disp_name(),
2124 installer.disp_name() );
2125 }
2126
2127 if( success > 0 ) {
2128
2129 if( patient.is_player() ) {
2130 add_msg( m_neutral, _( "Your parts are jiggled back into their familiar places." ) );
2131 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2132 } else if( patient.is_npc() && g->u.sees( patient ) ) {
2133 add_msg( m_neutral, _( "%s's parts are jiggled back into their familiar places." ),
2134 patient.disp_name() );
2135 add_msg( m_mixed, _( "Successfully removed %s." ), target_cbm.info().name );
2136 }
2137
2138 // remove power bank provided by bionic
2139 patient.mod_max_power_level( -target_cbm.info().capacity );
2140 patient.remove_bionic( target_cbm.id );
2141 const itype_id iid = itemtype.is_valid() ? itemtype : itype_burnt_out_bionic;
2143 cbm.set_flag( flag_NO_STERILE );
2144 cbm.set_flag( flag_NO_PACKED );
2145 g->m.add_item( patient.pos(), cbm );
2146 } else {
2147 bionics_uninstall_failure( installer, patient, difficulty, success, adjusted_skill );
2148 }
2149
2150 return false;
2151}
static const efftype_id effect_sleep("sleep")
static const efftype_id effect_operating("operating")
static const itype_id itype_anesthetic("anesthetic")
std::map< itype_id, int > ammo
Definition: monster.h:512
std::string disp_name(bool possessive=false, bool capitalize_first=false) const override
Definition: monster.cpp:536
bool is_npc() const override
Definition: player.h:131

References _, Creature::add_effect(), monster::add_effect(), add_msg(), monster::ammo, itype::bionic, bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_uninstall_failure(), bionic_data::capacity, disp_name(), monster::disp_name(), effect_narcosis, effect_operating, effect_sleep, flag_NO_PACKED(), flag_NO_STERILE(), g, Creature::has_effect(), bionic::id, bionic::info(), player::is_npc(), player::is_player(), string_id< T >::is_valid(), bionic_data::itype(), itype_anesthetic, itype_burnt_out_bionic, m_bad, m_mixed, m_neutral, mod_max_power_level(), bionic_data::name, monster::name(), pos(), remove_bionic(), rng(), item::set_flag(), calendar::start_of_cataclysm, and behavior::success.

◆ uninstall_bionic() [2/2]

bool Character::uninstall_bionic ( const bionic_id b_id,
player installer,
bool  autodoc = false,
int  skill_level = -1 
)

Initialize all the values needed to start the operation player_activity.

Definition at line 1980 of file bionics.cpp.

1982{
1983 // If malfunctioning bionics doesn't have associated item it gets predefined difficulty
1984 int difficulty = BIONIC_NOITEM_DIFFICULTY;
1985 if( b_id->itype().is_valid() ) {
1986 const itype *type = &*b_id->itype();
1987 if( type->bionic ) {
1988 difficulty = type->bionic->difficulty;
1989 }
1990 }
1991
1992 // removal of bionics adds +2 difficulty over installation
1993 float adjusted_skill;
1994 int pl_skill;
1995 if( autodoc ) {
1996 adjusted_skill = installer.bionics_adjusted_skill( skill_firstaid,
1999 skill_level );
2000 pl_skill = installer.bionics_pl_skill( skill_firstaid,
2003 skill_level );
2004 } else {
2005 adjusted_skill = installer.bionics_adjusted_skill( skill_electronics,
2008 skill_level );
2009 pl_skill = installer.bionics_pl_skill( skill_electronics,
2012 skill_level );
2013 }
2014
2015 int chance_of_success = bionic_manip_cos( adjusted_skill, difficulty + 2 );
2016
2017 // Surgery is imminent, retract claws or blade if active
2018 for( size_t i = 0; i < installer.my_bionics->size(); i++ ) {
2019 const bionic &bio = ( *installer.my_bionics )[ i ];
2020 if( bio.powered && bio.info().has_flag( flag_BIONIC_WEAPON ) ) {
2021 installer.deactivate_bionic( i );
2022 }
2023 }
2024
2025 int success = chance_of_success - rng( 1, 100 );
2026 if( installer.has_trait( trait_DEBUG_BIONICS ) ) {
2027 perform_uninstall( b_id, difficulty, success, b_id->capacity, pl_skill );
2028 return true;
2029 }
2030 assign_activity( ACT_OPERATION, to_moves<int>( difficulty * 20_minutes ) );
2031
2032 activity.values.push_back( difficulty );
2033 activity.values.push_back( success );
2034 activity.values.push_back( units::to_kilojoule( b_id->capacity ) );
2035 activity.values.push_back( pl_skill );
2036 activity.str_values.push_back( "uninstall" );
2037 activity.str_values.push_back( b_id.str() );
2038 activity.str_values.push_back( "" ); // installer_name is unused for uninstall
2039 if( autodoc ) {
2040 activity.str_values.push_back( "true" );
2041 } else {
2042 activity.str_values.push_back( "false" );
2043 }
2044 for( const std::pair<const bodypart_str_id, int> &elem : b_id->occupied_bodyparts ) {
2045 add_effect( effect_under_op, difficulty * 20_minutes, elem.first->token, difficulty );
2046 }
2047
2048 return true;
2049}
void perform_uninstall(bionic_id bid, int difficulty, int success, const units::energy &power_lvl, int pl_skill)
Succes or failure of removal happens here.
Definition: bionics.cpp:2051

References ACT_OPERATION, activity, Creature::add_effect(), assign_activity(), iexamine::autodoc(), bionic_manip_cos(), BIONIC_NOITEM_DIFFICULTY, bionics_adjusted_skill(), bionics_pl_skill(), bionic_data::capacity, deactivate_bionic(), effect_under_op, flag_BIONIC_WEAPON, bionic_data::has_flag(), has_trait(), bionic::info(), string_id< T >::is_valid(), bionic_data::itype(), my_bionics, bionic_data::occupied_bodyparts, perform_uninstall(), bionic::powered, rng(), skill_computer, skill_electronics, skill_firstaid, skill_mechanics, string_id< T >::str(), player_activity::str_values, behavior::success, units::to_kilojoule(), trait_DEBUG_BIONICS, type, and player_activity::values.

Referenced by iexamine::autodoc().

◆ unset_mutation()

void Character::unset_mutation ( const trait_id trait_)

Definition at line 167 of file mutation.cpp.

168{
169 // Take copy of argument because it might be a reference into a container
170 // we're about to erase from.
171 // NOLINTNEXTLINE(performance-unnecessary-copy-initialization)
172 const trait_id trait = trait_;
173 const auto iter = my_mutations.find( trait );
174 if( iter == my_mutations.end() ) {
175 return;
176 }
177 my_mutations.erase( iter );
179 mutation_loss_effect( trait );
182}

References mutation_loss_effect(), my_mutations, rebuild_mutation_cache(), recalc_sight_limits(), and reset_encumbrance().

Referenced by clear_mutations(), wish_mutate_callback::key(), marloss_common(), mutate_towards(), iuse::mycus(), remove_mutation(), talk_effect_fun_t::set_remove_trait(), switch_mutations(), test_crossing_threshold(), toggle_trait(), and try_reject_mutagen().

◆ update_body() [1/2]

void Character::update_body ( )

Updates all "biology" by one turn.

Should be called once every turn.

Definition at line 4648 of file character.cpp.

4649{
4651}
void update_body()
Updates all "biology" by one turn.
Definition: character.cpp:4648

References calendar::turn, and update_body().

Referenced by game::do_turn(), npc::npc_update_body(), npc::on_load(), and update_body().

◆ update_body() [2/2]

void Character::update_body ( const time_point from,
const time_point to 
)

Updates all "biology" as if time between from and to passed.

Definition at line 4653 of file character.cpp.

4654{
4655 if( !is_npc() ) {
4656 update_stamina( to_turns<int>( to - from ) );
4657 }
4658 update_stomach( from, to );
4660 if( ticks_between( from, to, 3_minutes ) > 0 ) {
4661 magic->update_mana( *this->as_player(), to_turns<double>( 3_minutes ) );
4662 }
4663 const int five_mins = ticks_between( from, to, 5_minutes );
4664 if( five_mins > 0 ) {
4666 update_needs( five_mins );
4667 regen( five_mins );
4668 // Note: mend ticks once per 5 minutes, but wants rate in TURNS, not 5 minute intervals
4669 // TODO: change @ref med to take time_duration
4670 mend( five_mins * to_turns<int>( 5_minutes ) );
4671 }
4672 if( ticks_between( from, to, 24_hours ) > 0 ) {
4674 }
4675
4676 const int thirty_mins = ticks_between( from, to, 30_minutes );
4677 if( thirty_mins > 0 ) {
4678 // Radiation kills health even at low doses
4680 }
4681
4682 for( const auto &v : vitamin::all() ) {
4683 const time_duration rate = vitamin_rate( v.first );
4684 if( rate > 0_turns ) {
4685 int qty = ticks_between( from, to, rate );
4686 if( qty > 0 ) {
4687 vitamin_mod( v.first, 0 - qty );
4688 }
4689
4690 } else if( rate < 0_turns ) {
4691 // mutations can result in vitamins being generated (but never accumulated)
4692 int qty = ticks_between( from, to, -rate );
4693 if( qty > 0 ) {
4694 vitamin_mod( v.first, qty );
4695 }
4696 }
4697 }
4698
4699 do_skill_rust();
4700}
int ticks_between(const time_point &from, const time_point &to, const time_duration &tick_length)
Definition: character.cpp:4641
static const trait_id trait_RADIOGENIC("RADIOGENIC")
void check_needs_extremes()
Kills the player if too hungry, stimmed up etc., forces tired player to sleep and prints warnings.
Definition: character.cpp:4947
void do_skill_rust()
Definition: character.cpp:3503
void update_needs(int rate_multiplier)
Increases hunger, thirst, fatigue and stimulants wearing off.
Definition: character.cpp:4759
virtual void update_health(int external_modifiers=0)
Handles health fluctuations over time.
Definition: character.cpp:4604
void regen(int rate_multiplier)
Handles passive regeneration of pain and maybe hp.
Definition: character.cpp:4532
void update_stomach(const time_point &from, const time_point &to)
Updates the stomach to give accurate hunger messages.
Definition: character.cpp:4716
void mend(int rate_multiplier)
Handles the chance for broken limbs to spontaneously heal to 1 HP.
Definition: suffer.cpp:1603
time_duration vitamin_rate(const vitamin_id &vit) const
Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.
void enforce_minimum_healing()
Definition: character.cpp:4594
void update_stamina(int turns)
Regenerates stamina.
Definition: character.cpp:7253

References vitamin::all(), Creature::as_player(), check_needs_extremes(), do_skill_rust(), enforce_minimum_healing(), get_rad(), has_trait(), Creature::is_npc(), magic, mend(), recalculate_enchantment_cache(), regen(), ticks_between(), trait_RADIOGENIC, update_health(), update_needs(), update_stamina(), update_stomach(), vitamin_mod(), and vitamin_rate().

◆ update_bodytemp()

void Character::update_bodytemp ( const map m,
const weather_manager weather 
)

Maintains body temperature.

Calculations that affect all body parts equally go here, not in the loop

Source : http://www.atc.army.mil/weather/windchill.pdf

Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.

1200 turns in low risk, + 3 tics 450 turns in moderate risk, + 8 tics 50 turns in high risk, +72 tics

Let's say frostnip @ 1800 tics, frostbite @ 3600 tics

Chunked into 8 parts (http://imgur.com/xlTPmJF)

– 2 hour risk – Between 30F and 10F Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph – 45 minute risk – Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph Between 10F and -5F, greater than 20mph Less than -5F, less than 10 mph Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph – 5 minute risk – Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph Less than -35F, more than 10 mp

Definition at line 5166 of file character.cpp.

5167{
5168 if( has_trait( trait_DEBUG_NOTEMP ) ) {
5169 temp_cur.fill( BODYTEMP_NORM );
5170 temp_conv.fill( BODYTEMP_NORM );
5171 return;
5172 }
5173 /* Cache calls to g->get_temperature( player position ), used in several places in function */
5174 const auto player_local_temp = weather.get_temperature( pos() );
5175 // NOTE : visit weather.h for some details on the numbers used
5176 // In Celsius / 100
5177 int Ctemperature = static_cast<int>( 100 * units::fahrenheit_to_celsius( player_local_temp ) );
5178 const w_point &weather_point = get_weather().get_precise();
5179 int vehwindspeed = 0;
5180 const optional_vpart_position vp = m.veh_at( pos() );
5181 if( vp ) {
5182 vehwindspeed = std::abs( vp->vehicle().velocity / 100 ); // vehicle velocity in mph
5183 }
5184 const oter_id &cur_om_ter = overmap_buffer.ter( global_omt_location() );
5185 bool sheltered = weather::is_sheltered( m, pos() );
5186 double total_windpower = get_local_windpower( weather.windspeed + vehwindspeed, cur_om_ter,
5187 pos(),
5188 weather.winddirection, sheltered );
5189 int air_humidity = get_local_humidity( weather_point.humidity, weather.weather_id,
5190 sheltered );
5191 // Let's cache this not to check it num_bp times
5192 const bool has_bark = has_trait( trait_BARK );
5193 const bool has_heatsink = has_bionic( bio_heatsink ) || is_wearing( itype_rm13_armor_on ) ||
5195 const bool has_climate_control = in_climate_control();
5196 const bool use_floor_warmth = can_use_floor_warmth();
5197 const cata::optional<vpart_reference> boardable = vp.part_with_feature( "BOARDABLE", true );
5198 // In bodytemp units
5199 const int ambient_norm = 1900 - BODYTEMP_NORM;
5200
5201 /**
5202 * Calculations that affect all body parts equally go here, not in the loop
5203 */
5204 const int sunlight_warmth = weather::is_in_sunlight( m, pos(), weather.weather_id )
5205 ? ( weather.weather_id->sun_intensity == sun_intensity_type::high ? 1000 : 500 )
5206 : 0;
5207 const int best_fire = get_heat_radiation( pos(), true );
5208 const bool pyromania = has_trait( trait_PYROMANIA );
5209
5210 const int lying_warmth = use_floor_warmth ? floor_warmth( pos() ) : 0;
5211 const int water_temperature_raw =
5212 100 * units::fahrenheit_to_celsius( weather.get_water_temperature( pos() ) );
5213 // Rescale so that 0C is 0 (FREEZING) and 30C is 5k (NORM).
5214 const int water_temperature = water_temperature_raw * 5 / 3;
5215
5216 // Correction of body temperature due to traits and mutations
5217 // Lower heat is applied always
5218 const int mutation_heat_low = bodytemp_modifier_traits( true );
5219 const int mutation_heat_high = bodytemp_modifier_traits( false );
5220 // Difference between high and low is the "safe" heat - one we only apply if it's beneficial
5221 const int mutation_heat_bonus = mutation_heat_high - mutation_heat_low;
5222
5223 // Note: this is included in @ref weather::get_temperature(), so don't add to bodytemp!
5224 const int h_radiation = get_heat_radiation( pos(), false );
5225
5226 // If you're standing in water, air temperature is replaced by water temperature. No wind.
5227 const ter_id ter_at_pos = m.ter( pos() );
5228 const bool submerged = !in_vehicle && ter_at_pos->has_flag( TFLAG_DEEP_WATER );
5229 const bool submerged_low = !in_vehicle && ( submerged || ter_at_pos->has_flag( TFLAG_SWIMMABLE ) );
5230
5231 std::map<bodypart_id, std::vector<const item *>> clothing_map;
5232 std::map<bodypart_id, std::vector<const item *>> bonus_clothing_map;
5233 for( const bodypart_id &bp : get_all_body_parts() ) {
5234 clothing_map.emplace( bp, std::vector<const item *>() );
5235 bonus_clothing_map.emplace( bp, std::vector<const item *>() );
5236 // HACK: we're using temp_conv here to temporarily save
5237 // temperature values from before equalization.
5238 temp_conv[bp->token] = temp_cur[bp->token];
5239 }
5240
5241 // EQUALIZATION
5242 // We run it outside the loop because we can and so we should
5243 // Also, it makes bonus heat application more stable
5244 // TODO: Affect future convection temperature instead (might require adding back to loop)
5250
5253
5256
5257 for( const item &it : worn ) {
5258 // TODO: Port body part set id changes
5259 const body_part_set &covered = it.get_covered_body_parts();
5260 for( size_t i = 0; i < num_bp; i++ ) {
5261 body_part token = static_cast<body_part>( i );
5262 if( covered.test( token ) ) {
5263 clothing_map[convert_bp( token )].emplace_back( &it );
5264 }
5265 if( it.has_flag( flag_HOOD ) ) {
5266 bonus_clothing_map[body_part_head].emplace_back( &it );
5267 }
5268 if( it.has_flag( flag_COLLAR ) ) {
5269 bonus_clothing_map[body_part_mouth].emplace_back( &it );
5270 }
5271 if( it.has_flag( flag_POCKETS ) ) {
5272 bonus_clothing_map[body_part_hand_l].emplace_back( &it );
5273 bonus_clothing_map[body_part_hand_r].emplace_back( &it );
5274 }
5275 }
5276 }
5277 // If player is wielding something large, pockets are not usable
5278 if( weapon.volume() >= 500_ml ) {
5279 bonus_clothing_map[body_part_hand_l].clear();
5280 bonus_clothing_map[body_part_hand_r].clear();
5281 }
5282 // If player's head is encumbered, hood can't be put up
5283 if( encumb( body_part_head->token ) >= 10 ) {
5284 bonus_clothing_map[body_part_head].clear();
5285 }
5286 // Similar for mouth
5287 if( encumb( body_part_mouth->token ) >= 10 ) {
5288 bonus_clothing_map[body_part_mouth].clear();
5289 }
5290
5291 std::map<bodypart_id, int> warmth_per_bp = warmth::from_clothing( clothing_map );
5292 std::map<bodypart_id, int> bonus_warmth_per_bp = warmth::bonus_from_clothing( bonus_clothing_map );
5293 for( const auto &pr : warmth::from_effects( *this ) ) {
5294 warmth_per_bp[pr.first] += pr.second;
5295 }
5296
5297 std::map<bodypart_id, int> wind_res_per_bp = warmth::wind_resistance_from_clothing( clothing_map );
5298 std::map<bodypart_id, int> wind_res_per_bp_bonus = warmth::wind_resistance_from_clothing(
5299 bonus_clothing_map );
5300 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5301 int exposed = std::max( 0, 100 - bp_wind_res.second );
5302 int exposed_bonus = std::max( 0, 100 - wind_res_per_bp_bonus.at( bp_wind_res.first ) );
5303 int exposed_final = exposed * exposed_bonus / ( 100 * 100 );
5304 bp_wind_res.second = 100 - exposed_final;
5305 }
5307 for( std::pair<const bodypart_id, int> &bp_wind_res : wind_res_per_bp ) {
5308 bp_wind_res.second = 100;
5309 }
5310 }
5311 // We might not use this at all, so leave it empty
5312 // If we do need to use it, we'll initialize it (once) there
5313 std::map<bodypart_id, int> fire_armor_per_bp;
5314
5315 // Current temperature and converging temperature calculations
5316 for( const bodypart_id &bp : get_all_body_parts() ) {
5317 // Skip eyes
5318 if( bp == bodypart_id( "eyes" ) ) {
5319 continue;
5320 }
5321
5322 const bool submerged_bp = submerged ||
5323 ( submerged_low &&
5324 ( bp == body_part_foot_l ||
5325 bp == body_part_foot_r ||
5326 bp == body_part_leg_l ||
5327 bp == body_part_leg_r ) );
5328 // This adjusts the temperature scale to match the bodytemp scale
5329 const int adjusted_temp = submerged_bp ?
5330 water_temperature :
5331 ( Ctemperature - ambient_norm );
5332
5333 // Represents the fact that the body generates heat when it is cold.
5334 double scaled_temperature = logarithmic_range( BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT,
5335 temp_cur[bp->token] );
5336 // Produces a smooth curve between 30.0 and 60.0.
5337 double homeostasis_adjustment = 30.0 * ( 1.0 + scaled_temperature );
5338 int clothing_warmth_adjustment = static_cast<int>( homeostasis_adjustment * warmth_per_bp[bp] );
5339 int clothing_warmth_adjusted_bonus = static_cast<int>( homeostasis_adjustment *
5340 bonus_warmth_per_bp[bp] );
5341 // WINDCHILL
5342 double bp_windpower = total_windpower * ( 1 - wind_res_per_bp[bp] / 100.0 );
5343 // Calculate windchill
5344 int windchill = submerged_bp
5345 ? 0
5346 : get_local_windchill( player_local_temp,
5347 air_humidity,
5348 bp_windpower );
5349
5350 // Convergent temperature is affected by ambient temperature,
5351 // clothing warmth, and body wetness.
5352 int bp_conv = adjusted_temp
5353 + windchill * 100
5354 + clothing_warmth_adjustment
5355 + mutation_heat_low
5356 + sunlight_warmth;
5357
5358 // Bark : lowers blister count to -5; harder to get blisters
5359 // If the counter is high, your skin starts to burn
5360 int blister_count = ( has_bark ? -5 : 0 );
5361
5362 if( frostbite_timer[bp->token] > 0 ) {
5363 frostbite_timer[bp->token] -= std::min( 5, h_radiation );
5364 }
5365 blister_count += h_radiation - 111 > 0 ?
5366 std::max( static_cast<int>( std::sqrt( h_radiation - 111 ) ), 0 ) : 0;
5367
5368 if( has_heatsink ) {
5369 blister_count -= 20;
5370 }
5371 if( fire_armor_per_bp.empty() && blister_count > 0 ) {
5372 fire_armor_per_bp = get_armor_fire( clothing_map );
5373 }
5374 // BLISTERS : Skin gets blisters from intense heat exposure.
5375 // Fire protection protects from blisters.
5376 // Heatsinks give near-immunity.
5377 if( blister_count - fire_armor_per_bp[bp] > 0 ) {
5378 add_effect( effect_blisters, 1_turns, bp->token );
5379 if( pyromania ) {
5380 add_morale( MORALE_PYROMANIA_NEARFIRE, 10, 10, 1_hours,
5381 30_minutes ); // Proximity that's close enough to harm us gives us a bit of a thrill
5383 }
5384 } else if( pyromania && best_fire >= 1 ) { // Only give us fire bonus if there's actually fire
5385 add_morale( MORALE_PYROMANIA_NEARFIRE, 5, 5, 30_minutes,
5386 15_minutes ); // Gain a much smaller mood boost even if it doesn't hurt us
5388 }
5389
5390 // Climate Control eases the effects of high and low ambient temps
5391 if( has_climate_control ) {
5392 bp_conv = temp_corrected_by_climate_control( bp_conv );
5393 }
5394
5395 int bonus_fire_warmth = best_fire * 500;
5396
5397 const int comfortable_warmth = bonus_fire_warmth + lying_warmth;
5398 const int bonus_warmth = comfortable_warmth + mutation_heat_bonus + clothing_warmth_adjusted_bonus;
5399 if( bonus_warmth > 0 ) {
5400 // Approximate bp_conv needed to reach comfortable temperature in this very turn
5401 // Basically inverted formula for temp_cur below
5402 int desired = 501 * BODYTEMP_NORM - 499 * temp_cur[bp->token];
5403 if( std::abs( BODYTEMP_NORM - desired ) < 1000 ) {
5404 desired = BODYTEMP_NORM; // Ensure that it converges
5405 } else if( desired > BODYTEMP_HOT ) {
5406 desired = BODYTEMP_HOT; // Cap excess at sane temperature
5407 }
5408
5409 if( desired < bp_conv ) {
5410 // Too hot, can't help here
5411 } else if( desired < bp_conv + bonus_warmth ) {
5412 // Use some heat, but not all of it
5413 bp_conv = desired;
5414 } else {
5415 // Use all the heat
5416 bp_conv += bonus_warmth;
5417 }
5418
5419 // Morale bonus for comfiness - only if actually comfy (not too warm/cold)
5420 // Spread the morale bonus in time.
5421 if( comfortable_warmth > 0 &&
5422 // TODO: make this simpler and use time_duration/time_point
5423 to_turn<int>( calendar::turn ) % to_turns<int>( 1_minutes ) == to_turns<int>
5424 ( 1_minutes * bp->token ) / to_turns<int>( 1_minutes * num_bp ) &&
5426 get_effect_int( effect_hot, num_bp ) == 0 &&
5427 temp_cur[bp->token] > BODYTEMP_COLD && temp_cur[bp->token] <= BODYTEMP_NORM ) {
5428 add_morale( MORALE_COMFY, 1, 10, 2_minutes, 1_minutes, true );
5429 }
5430 }
5431
5432 // The current temperature model can't account for water temperature conduction well
5433 // Hack: cut non-water effects by 80% when in water
5434 if( submerged_bp ) {
5435 bp_conv = ( ( bp_conv - adjusted_temp ) / 5 ) + adjusted_temp;
5436 }
5437
5438 // FINAL CALCULATION : Increments current body temperature towards convergent.
5439 int temp_before = temp_cur[bp->token];
5440 int temp_difference = temp_before - bp_conv; // Negative if the player is warming up.
5441 int rounding_error = 0;
5442 // If temp_diff is small, the player cannot warm up due to rounding errors. This fixes that.
5443 if( temp_difference < 0 && temp_difference > -600 ) {
5444 rounding_error = 1;
5445 }
5446 // exp(-0.001) : half life of 60 minutes, exp(-0.002) : half life of 30 minutes,
5447 // exp(-0.003) : half life of 20 minutes, exp(-0.004) : half life of 15 minutes
5448 static const double change_mult_air = std::exp( -0.002 );
5449 static const double change_mult_water = std::exp( -0.008 );
5450 const double change_mult = submerged_bp ? change_mult_water : change_mult_air;
5451 if( temp_cur[bp->token] != bp_conv ) {
5452 temp_cur[bp->token] = static_cast<int>( temp_difference * change_mult )
5453 + bp_conv + rounding_error;
5454 }
5455 int temp_after = temp_cur[bp->token];
5456 // PENALTIES
5457 if( temp_cur[bp->token] < BODYTEMP_FREEZING ) {
5458 add_effect( effect_cold, 1_turns, bp->token, 3 );
5459 } else if( temp_cur[bp->token] < BODYTEMP_VERY_COLD ) {
5460 add_effect( effect_cold, 1_turns, bp->token, 2 );
5461 } else if( temp_cur[bp->token] < BODYTEMP_COLD ) {
5462 add_effect( effect_cold, 1_turns, bp->token, 1 );
5463 } else if( temp_cur[bp->token] > BODYTEMP_SCORCHING ) {
5464 add_effect( effect_hot, 1_turns, bp->token, 3 );
5465 if( bp->main_part.id() == bp ) {
5466 add_effect( effect_hot_speed, 1_turns, bp->token, 3 );
5467 }
5468 } else if( temp_cur[bp->token] > BODYTEMP_VERY_HOT ) {
5469 add_effect( effect_hot, 1_turns, bp->token, 2 );
5470 if( bp->main_part.id() == bp ) {
5471 add_effect( effect_hot_speed, 1_turns, bp->token, 2 );
5472 }
5473 } else if( temp_cur[bp->token] > BODYTEMP_HOT ) {
5474 add_effect( effect_hot, 1_turns, bp->token, 1 );
5475 if( bp->main_part.id() == bp ) {
5476 add_effect( effect_hot_speed, 1_turns, bp->token, 1 );
5477 }
5478 } else {
5479 if( temp_cur[bp->token] >= BODYTEMP_COLD ) {
5480 remove_effect( effect_cold, bp->token );
5481 }
5482 if( temp_cur[bp->token] <= BODYTEMP_HOT ) {
5483 remove_effect( effect_hot, bp->token );
5484 remove_effect( effect_hot_speed, bp->token );
5485 }
5486 }
5487
5488 // FROSTBITE - only occurs to hands, feet, face
5489 /**
5490
5491 Source : http://www.atc.army.mil/weather/windchill.pdf
5492
5493 Temperature and wind chill are main factors, mitigated by clothing warmth. Each 10 warmth protects against 2C of cold.
5494
5495 1200 turns in low risk, + 3 tics
5496 450 turns in moderate risk, + 8 tics
5497 50 turns in high risk, +72 tics
5498
5499 Let's say frostnip @ 1800 tics, frostbite @ 3600 tics
5500
5501 >> Chunked into 8 parts (http://imgur.com/xlTPmJF)
5502 -- 2 hour risk --
5503 Between 30F and 10F
5504 Between 10F and -5F, less than 20mph, -4x + 3y - 20 > 0, x : F, y : mph
5505 -- 45 minute risk --
5506 Between 10F and -5F, less than 20mph, -4x + 3y - 20 < 0, x : F, y : mph
5507 Between 10F and -5F, greater than 20mph
5508 Less than -5F, less than 10 mph
5509 Less than -5F, more than 10 mph, -4x + 3y - 170 > 0, x : F, y : mph
5510 -- 5 minute risk --
5511 Less than -5F, more than 10 mph, -4x + 3y - 170 < 0, x : F, y : mph
5512 Less than -35F, more than 10 mp
5513 **/
5514
5515 if( bp == body_part_mouth || bp == body_part_foot_r ||
5516 bp == body_part_foot_l || bp == body_part_hand_r || bp == body_part_hand_l ) {
5517 // Handle the frostbite timer
5518 // Need temps in F, windPower already in mph
5519 int wetness_percentage = 100 * body_wetness[bp->token] / drench_capacity[bp->token]; // 0 - 100
5520 // Warmth gives a slight buff to temperature resistance
5521 // Wetness gives a heavy nerf to temperature resistance
5522 double adjusted_warmth = warmth_per_bp.at( bp ) - wetness_percentage;
5523 int Ftemperature = static_cast<int>( player_local_temp + 0.2 * adjusted_warmth );
5524 // Windchill reduced by your armor
5525 int FBwindPower = static_cast<int>(
5526 total_windpower * ( 1 - wind_res_per_bp[ bp ] / 100.0 ) );
5527
5528 int intense = get_effect_int( effect_frostbite, bp->token );
5529
5530 // This has been broken down into 8 zones
5531 // Low risk zones (stops at frostnip)
5532 if( temp_cur[bp->token] < BODYTEMP_COLD &&
5533 ( ( Ftemperature < 30 && Ftemperature >= 10 ) ||
5534 ( Ftemperature < 10 && Ftemperature >= -5 &&
5535 FBwindPower < 20 && -4 * Ftemperature + 3 * FBwindPower - 20 >= 0 ) ) ) {
5536 if( frostbite_timer[bp->token] < 2000 ) {
5537 frostbite_timer[bp->token] += 3;
5538 }
5539 if( one_in( 100 ) && !has_effect( effect_frostbite, bp->token ) ) {
5540 add_msg( m_warning, _( "Your %s will be frostnipped in the next few hours." ),
5541 body_part_name( bp->token ) );
5542 }
5543 // Medium risk zones
5544 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5545 ( ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower < 20 &&
5546 -4 * Ftemperature + 3 * FBwindPower - 20 < 0 ) ||
5547 ( Ftemperature < 10 && Ftemperature >= -5 && FBwindPower >= 20 ) ||
5548 ( Ftemperature < -5 && FBwindPower < 10 ) ||
5549 ( Ftemperature < -5 && FBwindPower >= 10 &&
5550 -4 * Ftemperature + 3 * FBwindPower - 170 >= 0 ) ) ) {
5551 frostbite_timer[bp->token] += 8;
5552 if( one_in( 100 ) && intense < 2 ) {
5553 add_msg( m_warning, _( "Your %s will be frostbitten within the hour!" ),
5554 body_part_name( bp->token ) );
5555 }
5556 // High risk zones
5557 } else if( temp_cur[bp->token] < BODYTEMP_COLD &&
5558 ( ( Ftemperature < -5 && FBwindPower >= 10 &&
5559 -4 * Ftemperature + 3 * FBwindPower - 170 < 0 ) ||
5560 ( Ftemperature < -35 && FBwindPower >= 10 ) ) ) {
5561 frostbite_timer[bp->token] += 72;
5562 if( one_in( 100 ) && intense < 2 ) {
5563 add_msg( m_warning, _( "Your %s will be frostbitten any minute now!" ),
5564 body_part_name( bp->token ) );
5565 }
5566 // Risk free, so reduce frostbite timer
5567 } else {
5568 frostbite_timer[bp->token] -= 3;
5569 }
5570
5571 // Handle the bestowing of frostbite
5572 if( frostbite_timer[bp->token] < 0 ) {
5573 frostbite_timer[bp->token] = 0;
5574 } else if( frostbite_timer[bp->token] > 4200 ) {
5575 // This ensures that the player will recover in at most 3 hours.
5576 frostbite_timer[bp->token] = 4200;
5577 }
5578 // Frostbite, no recovery possible
5579 if( frostbite_timer[bp->token] >= 3600 ) {
5580 add_effect( effect_frostbite, 1_turns, bp->token, 2 );
5582 // Else frostnip, add recovery if we were frostbitten
5583 } else if( frostbite_timer[bp->token] >= 1800 ) {
5584 if( intense == 2 ) {
5585 add_effect( effect_frostbite_recovery, 1_turns, bp->token );
5586 }
5587 add_effect( effect_frostbite, 1_turns, bp->token, 1 );
5588 // Else fully recovered
5589 } else if( frostbite_timer[bp->token] == 0 ) {
5590 remove_effect( effect_frostbite, bp->token );
5592 }
5593 }
5594 // Warn the player if condition worsens
5595 // HACK: we want overall temperature change, including equalization, and temp_conv
5596 // at this moment contains temperature values from before the equalization.
5597 temp_before = temp_conv[bp->token];
5598 if( temp_before > BODYTEMP_FREEZING && temp_after <= BODYTEMP_FREEZING ) {
5599 //~ %s is bodypart
5600 add_msg( m_warning, _( "You feel your %s beginning to go numb from the cold!" ),
5601 body_part_name( bp->token ) );
5602 } else if( temp_before > BODYTEMP_VERY_COLD && temp_after <= BODYTEMP_VERY_COLD ) {
5603 //~ %s is bodypart
5604 add_msg( m_warning, _( "You feel your %s getting very cold." ),
5605 body_part_name( bp->token ) );
5606 } else if( temp_before > BODYTEMP_COLD && temp_after <= BODYTEMP_COLD ) {
5607 //~ %s is bodypart
5608 add_msg( m_warning, _( "You feel your %s getting chilly." ),
5609 body_part_name( bp->token ) );
5610 } else if( temp_before < BODYTEMP_SCORCHING && temp_after >= BODYTEMP_SCORCHING ) {
5611 //~ %s is bodypart
5612 add_msg( m_bad, _( "You feel your %s getting red hot from the heat!" ),
5613 body_part_name( bp->token ) );
5614 } else if( temp_before < BODYTEMP_VERY_HOT && temp_after >= BODYTEMP_VERY_HOT ) {
5615 //~ %s is bodypart
5616 add_msg( m_warning, _( "You feel your %s getting very hot." ),
5617 body_part_name( bp->token ) );
5618 } else if( temp_before < BODYTEMP_HOT && temp_after >= BODYTEMP_HOT ) {
5619 //~ %s is bodypart
5620 add_msg( m_warning, _( "You feel your %s getting warm." ),
5621 body_part_name( bp->token ) );
5622 }
5623
5624 // Note: Numbers are based off of BODYTEMP at the top of weather.h
5625 // If torso is BODYTEMP_COLD which is 34C, the early stages of hypothermia begin
5626 // constant shivering will prevent the player from falling asleep.
5627 // Otherwise, if any other body part is BODYTEMP_VERY_COLD, or 31C
5628 // AND you have frostbite, then that also prevents you from sleeping
5629 if( in_sleep_state() ) {
5630 int curr_temperature = temp_cur[bp->token];
5631 if( bp == body_part_torso && curr_temperature <= BODYTEMP_COLD ) {
5632 add_msg( m_warning, _( "Your shivering prevents you from sleeping." ) );
5633 wake_up();
5634 } else if( bp != body_part_torso && curr_temperature <= BODYTEMP_VERY_COLD &&
5636 add_msg( m_warning, _( "You are too cold. Your frostbite prevents you from sleeping." ) );
5637 wake_up();
5638 }
5639 }
5640
5641 // Warn the player that wind is going to be a problem.
5642 // But only if it can be a problem, no need to spam player with "wind chills your scorching body"
5643 if( bp_conv <= BODYTEMP_COLD && windchill < -10 && one_in( 200 ) ) {
5644 add_msg( m_bad, _( "The wind is making your %s feel quite cold." ),
5645 body_part_name( bp->token ) );
5646 } else if( bp_conv <= BODYTEMP_COLD && windchill < -20 && one_in( 100 ) ) {
5647 add_msg( m_bad,
5648 _( "The wind is very strong, you should find some more wind-resistant clothing for your %s." ),
5649 body_part_name( bp->token ) );
5650 } else if( bp_conv <= BODYTEMP_COLD && windchill < -30 && one_in( 50 ) ) {
5651 add_msg( m_bad, _( "Your clothing is not providing enough protection from the wind for your %s!" ),
5652 body_part_name( bp->token ) );
5653 }
5654
5655 // Set temp_conv just once per bp for readability
5656 // TODO: Remove temp_conv, it's only really for display, so should not be in Character
5657 temp_conv[bp->token] = bp_conv;
5658 }
5659}
const bodypart_str_id body_part_foot_r("foot_r")
const bodypart_str_id body_part_hand_r("hand_r")
const bodypart_str_id body_part_leg_l("leg_l")
const bodypart_str_id body_part_arm_l("arm_l")
const bodypart_str_id body_part_torso("torso")
const bodypart_str_id body_part_arm_r("arm_r")
const bodypart_str_id body_part_leg_r("leg_r")
const bodypart_str_id body_part_mouth("mouth")
const bodypart_str_id body_part_head("head")
const bodypart_str_id body_part_hand_l("hand_l")
const bodypart_str_id body_part_foot_l("foot_l")
static const efftype_id effect_cold("cold")
static const trait_id trait_DEBUG_NOTEMP("DEBUG_NOTEMP")
static const trait_id trait_BARK("BARK")
static const flag_str_id flag_POCKETS("POCKETS")
static const efftype_id effect_hot("hot")
static const flag_str_id flag_HOOD("HOOD")
static const trait_id trait_PYROMANIA("PYROMANIA")
static const efftype_id effect_blisters("blisters")
static const efftype_id effect_frostbite_recovery("frostbite_recovery")
static const efftype_id effect_hot_speed("hot_speed")
static const flag_str_id flag_COLLAR("COLLAR")
static const efftype_id effect_frostbite("frostbite")
int temp_corrected_by_climate_control(int temperature) const
Value of the body temperature corrected by climate control.
Definition: character.cpp:9532
std::map< bodypart_id, int > get_armor_fire(const std::map< bodypart_id, std::vector< const item * > > &clothing_map) const
Returns overall fire resistance.
Definition: character.cpp:8364
bool can_use_floor_warmth() const
Can the player lie down and cover self with blankets etc.
Definition: character.cpp:9415
int bodytemp_modifier_traits(bool overheated) const
Correction factor of the body temperature due to traits and mutations.
Definition: character.cpp:9514
bool in_climate_control()
Returns true if the player is in a climate controlled area or armor.
Definition: character.cpp:3812
void temp_equalizer(const bodypart_id &bp1, const bodypart_id &bp2)
Equalizes heat between body parts.
Definition: character.cpp:5661
int floor_warmth(const tripoint &pos) const
Final warmth from the floor.
Definition: character.cpp:9499
optional_vpart_position veh_at(const tripoint &p) const
Checks if tile is occupied by vehicle and by which part.
Definition: map.cpp:988
ter_id ter(const tripoint &p) const
Definition: map.cpp:1509
int get_heat_radiation(const tripoint &location, bool direct)
Definition: game.cpp:1884
@ TFLAG_SWIMMABLE
Definition: mapdata.h:279
const morale_type MORALE_COMFY("morale_comfy")
constexpr double fahrenheit_to_celsius(double fahrenheit)
std::map< bodypart_id, int > bonus_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9398
std::map< bodypart_id, int > wind_resistance_from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Returns wind resistance provided by armor, etc.
Definition: character.cpp:3867
std::map< bodypart_id, int > from_effects(const Character &c)
Definition: character.cpp:9404
std::map< bodypart_id, int > from_clothing(const std::map< bodypart_id, std::vector< const item * > > &clothing_map)
Definition: character.cpp:9392
bool is_in_sunlight(const map &m, const tripoint &p, const weather_type_id &weather)
Definition: weather.cpp:1162
bool is_sheltered(const map &m, const tripoint &p)
Definition: weather.cpp:1153
bool has_flag(const std::string &flag) const
Definition: mapdata.h:415

References _, Creature::add_effect(), add_morale(), add_msg(), bio_heatsink, body_part_arm_l, body_part_arm_r, body_part_foot_l, body_part_foot_r, body_part_hand_l, body_part_hand_r, body_part_head, body_part_leg_l, body_part_leg_r, body_part_mouth, body_part_name(), body_part_torso, body_wetness, BODYTEMP_COLD, BODYTEMP_FREEZING, BODYTEMP_HOT, bodytemp_modifier_traits(), BODYTEMP_NORM, BODYTEMP_SCORCHING, BODYTEMP_VERY_COLD, BODYTEMP_VERY_HOT, warmth::bonus_from_clothing(), can_use_floor_warmth(), convert_bp(), drench_capacity, effect_blisters, effect_cold, effect_frostbite, effect_frostbite_recovery, effect_hot, effect_hot_speed, encumb(), units::fahrenheit_to_celsius(), flag_COLLAR, flag_HOOD, flag_POCKETS, floor_warmth(), warmth::from_clothing(), warmth::from_effects(), frostbite_timer, Creature::get_all_body_parts(), get_armor_fire(), Creature::get_effect_int(), get_heat_radiation(), get_local_humidity(), get_local_windchill(), get_local_windpower(), weather_manager::get_precise(), get_weather(), global_omt_location(), has_active_mutation(), has_bionic(), Creature::has_effect(), map_data_common_t::has_flag(), has_trait(), high, w_point::humidity, in_climate_control(), in_sleep_state(), in_vehicle, weather::is_in_sunlight(), weather::is_sheltered(), is_wearing(), itype_rm13_armor_on, logarithmic_range(), m_bad, m_warning, MORALE_COMFY, MORALE_PYROMANIA_NEARFIRE, MORALE_PYROMANIA_NOFIRE, num_bp, one_in(), overmap_buffer, optional_vpart_position::part_with_feature(), pos(), rem_morale(), Creature::remove_effect(), temp_conv, temp_corrected_by_climate_control(), temp_cur, temp_equalizer(), map::ter(), overmapbuffer::ter(), body_part_set::test(), TFLAG_DEEP_WATER, TFLAG_SWIMMABLE, body_part_type::token, trait_BARK, trait_DEBUG_NOTEMP, trait_M_SKIN2, trait_M_SKIN3, trait_PYROMANIA, trait_SHELL2, calendar::turn, map::veh_at(), item::volume(), wake_up(), weapon, warmth::wind_resistance_from_clothing(), and worn.

Referenced by game::do_turn(), and iuse_transform::use().

◆ update_fuel_storage()

void Character::update_fuel_storage ( const itype_id fuel)

Updates which bionic contain fuel and which is empty.

Definition at line 2111 of file character.cpp.

2112{
2113 const item it( fuel );
2114 if( get_value( fuel.str() ).empty() ) {
2115 for( const bionic_id &bid : get_bionic_fueled_with( it ) ) {
2116 remove_value( bid.c_str() );
2117 }
2118 return;
2119 }
2120
2121 std::vector<bionic_id> bids = get_bionic_fueled_with( it );
2122 if( bids.empty() ) {
2123 return;
2124 }
2125 int amount_fuel_loaded = std::stoi( get_value( fuel.str() ) );
2126 std::vector<bionic_id> loaded_bio;
2127
2128 // Sort bionic in order of decreasing capacity
2129 // To fill the bigger ones firts.
2130 bool swap = true;
2131 while( swap ) {
2132 swap = false;
2133 for( size_t i = 0; i < bids.size() - 1; i++ ) {
2134 if( bids[i + 1]->fuel_capacity > bids[i]->fuel_capacity ) {
2135 std::swap( bids[i + 1], bids[i] );
2136 swap = true;
2137 }
2138 }
2139 }
2140
2141 for( const bionic_id &bid : bids ) {
2142 remove_value( bid.c_str() );
2143 if( bid->fuel_capacity <= amount_fuel_loaded ) {
2144 amount_fuel_loaded -= bid->fuel_capacity;
2145 loaded_bio.emplace_back( bid );
2146 } else if( amount_fuel_loaded != 0 ) {
2147 loaded_bio.emplace_back( bid );
2148 break;
2149 }
2150 }
2151
2152 for( const bionic_id &bd : loaded_bio ) {
2153 set_value( bd.str(), fuel.str() );
2154 }
2155
2156}
void swap(colony< element_type, element_allocator_type, element_skipfield_type > &a, colony< element_type, element_allocator_type, element_skipfield_type > &b) COLONY_NOEXCEPT_SWAP(element_allocator_type)
Swaps colony A's contents with that of colony B.
Definition: colony.h:3496

References get_bionic_fueled_with(), Creature::get_value(), Creature::remove_value(), Creature::set_value(), string_id< T >::str(), and cata::swap().

Referenced by burn_fuel(), and fuel_bionic_with().

◆ update_health()

void Character::update_health ( int  external_modifiers = 0)
virtual

Handles health fluctuations over time.

Definition at line 4604 of file character.cpp.

4605{
4606 if( has_artifact_with( AEP_SICK ) ) {
4607 // Carrying a sickness artifact makes your health 50 points worse on average
4608 external_modifiers -= 50;
4609 }
4610 // Limit healthy_mod to [-200, 200].
4611 // This also sets approximate bounds for the character's health.
4612 if( get_healthy_mod() > get_max_healthy() ) {
4614 } else if( get_healthy_mod() < -200 ) {
4615 set_healthy_mod( -200 );
4616 }
4617
4618 // Active leukocyte breeder will keep your health near 100
4619 int effective_healthy_mod = get_healthy_mod();
4621 // Side effect: dependency
4622 mod_healthy_mod( -50, -200 );
4623 effective_healthy_mod = 100;
4624 }
4625
4626 // Health tends toward healthy_mod.
4627 // For small differences, it changes 4 points per day
4628 // For large ones, up to ~40% of the difference per day
4629 int health_change = effective_healthy_mod - get_healthy() + external_modifiers;
4630 mod_healthy( sgn( health_change ) * std::max( 1, std::abs( health_change ) / 10 ) );
4631
4632 // And healthy_mod decays over time.
4633 // Slowly near 0, but it's hard to overpower it near +/-100
4634 set_healthy_mod( std::round( get_healthy_mod() * 0.95f ) );
4635
4636 add_msg( m_debug, "Health: %d, Health mod: %d", get_healthy(), get_healthy_mod() );
4637}
static const bionic_id bio_leukocyte("bio_leukocyte")
int get_max_healthy() const
Definition: character.cpp:4527
@ AEP_SICK
Definition: enums.h:141

References add_msg(), AEP_SICK, bio_leukocyte, get_healthy(), get_healthy_mod(), get_max_healthy(), has_active_bionic(), has_artifact_with(), m_debug, mod_healthy(), mod_healthy_mod(), set_healthy_mod(), and sgn().

Referenced by update_body().

◆ update_morale()

void Character::update_morale ( )

Ticks down morale counters and removes them.

Definition at line 8976 of file character.cpp.

8977{
8978 morale->decay( 1_minutes );
8980}

References apply_persistent_morale(), and morale.

Referenced by game::do_turn().

◆ update_needs()

void Character::update_needs ( int  rate_multiplier)

Increases hunger, thirst, fatigue and stimulants wearing off.

rate_multiplier is for retroactive updates.

Definition at line 4759 of file character.cpp.

4760{
4761 const int current_stim = get_stim();
4762 // Hunger, thirst, & fatigue up every 5 minutes
4764 // No food/thirst/fatigue clock at all
4765 const bool debug_ls = has_trait( trait_DEBUG_LS );
4766 // No food/thirst, capped fatigue clock (only up to tired)
4767 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4768 const bool asleep = !sleep.is_null();
4769 const bool lying = asleep || has_effect( effect_lying_down ) ||
4771
4772 needs_rates rates = calc_needs_rates();
4773
4774 const bool wasnt_fatigued = get_fatigue() <= fatigue_levels::dead_tired;
4775 // Don't increase fatigue if sleeping or trying to sleep or if we're at the cap.
4776 if( get_fatigue() < 1050 && !asleep && !debug_ls ) {
4777 if( rates.fatigue > 0.0f ) {
4778 int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
4779 mod_fatigue( fatigue_roll );
4780
4781 // Synaptic regen bionic stops SD while awake and boosts it while sleeping
4783 // fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
4784 // but characters who need less sleep will also get less sleep deprived, and vice-versa.
4785
4786 // Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
4787 // 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
4788 mod_sleep_deprivation( fatigue_roll * 5 );
4789 }
4790
4791 if( npc_no_food && get_fatigue() > fatigue_levels::tired ) {
4792 set_fatigue( static_cast<int>( fatigue_levels::tired ) );
4793 }
4794 if( npc_no_food ) {
4796 }
4797 }
4798 } else if( asleep && rates.recovery > 0.0f ) {
4799 int recovered = roll_remainder( rates.recovery * rate_multiplier );
4800 // Hibernation prevents waking up until you're hungry or thirsty
4801 if( get_fatigue() - recovered < -20 && !is_hibernating() ) {
4802 // Should be wake up, but that could prevent some retroactive regeneration
4803 sleep.set_duration( 1_turns );
4804 mod_fatigue( -25 );
4805 } else {
4807 recovered *= .5;
4808 }
4809 mod_fatigue( -recovered );
4810
4811 float rest_modifier = 1.0f;
4812 // Bionic doubles the base regen
4814 rest_modifier += 1.0f;
4815 }
4817 rest_modifier += 0.2f;
4818 }
4819
4820 const comfort_level comfort = base_comfort_value( pos() ).level;
4821
4822 // Best possible bed increases recovery by 30% of base
4823 if( comfort >= comfort_level::very_comfortable ) {
4824 rest_modifier += 0.3f;
4825 } else if( comfort >= comfort_level::comfortable ) {
4826 rest_modifier += 0.2f;
4827 } else if( comfort >= comfort_level::slightly_comfortable ) {
4828 rest_modifier += 0.1f;
4829 }
4830
4831 // 6 hours of sleep per day will let you avoid deprivation
4832 // 4 hours if on great bed plus melatonin
4833 // Math: 5 (fatigue to minutes), 3 (1:3 sleep to waking),
4834 // 2 (legacy sleep non-linearity thing)
4835 mod_sleep_deprivation( -rest_modifier * ( recovered * 3.0f * 5.0f / 2.0f ) );
4836
4837 }
4838 }
4839 if( is_player() && wasnt_fatigued && get_fatigue() > fatigue_levels::dead_tired && !lying ) {
4840 if( !activity ) {
4841 add_msg_if_player( m_warning, _( "You're feeling tired. %s to lie down for sleep." ),
4842 press_x( ACTION_SLEEP ) );
4843 } else {
4844 g->cancel_activity_query( _( "You're feeling tired." ) );
4845 }
4846 }
4847
4848 if( current_stim < 0 ) {
4849 set_stim( std::min( current_stim + rate_multiplier, 0 ) );
4850 } else if( current_stim > 0 ) {
4851 set_stim( std::max( current_stim - rate_multiplier, 0 ) );
4852 }
4853
4854 if( get_painkiller() > 0 ) {
4855 mod_painkiller( -std::min( get_painkiller(), rate_multiplier ) );
4856 }
4857
4858 // Huge folks take penalties for cramming themselves in vehicles
4859 if( in_vehicle && ( get_size() == MS_HUGE )
4861 vehicle *veh = veh_pointer_or_null( g->m.veh_at( pos() ) );
4862 // it's painful to work the controls, but passengers in open topped vehicles are fine
4863 if( veh && ( veh->enclosed_at( pos() ) || veh->player_in_control( *this->as_player() ) ) ) {
4865 _( "You're cramping up from stuffing yourself in this vehicle." ) );
4866 if( is_npc() ) {
4867 npc &as_npc = dynamic_cast<npc &>( *this );
4868 as_npc.complain_about( "cramped_vehicle", 1_hours, "<cramped_vehicle>", false );
4869 }
4870
4871 mod_pain( rng( 4, 6 ) );
4872 focus_pool -= 1;
4873 }
4874 }
4875}
std::string press_x(action_id act)
Definition: action.cpp:451
@ ACTION_SLEEP
Open sleep menu.
Definition: action.h:209
static const efftype_id effect_melatonin_supplements("melatonin")
static const trait_id trait_DEBUG_LS("DEBUG_LS")
static const bionic_id bio_synaptic_regen("bio_synaptic_regen")
static const efftype_id effect_lying_down("lying_down")
comfort_response_t base_comfort_value(const tripoint &p) const
Rate point's ability to serve as a bed.
Definition: character.cpp:5670
needs_rates calc_needs_rates() const
Definition: character.cpp:4876
virtual void mod_sleep_deprivation(int nsleep_deprivation)
Definition: character.cpp:4419
virtual npc * as_npc()
Definition: creature.h:110
bool complain_about(const std::string &issue, const time_duration &dur, const std::string &speech, bool force=false, sounds::sound_t priority=sounds::sound_t::speech)
Definition: npcmove.cpp:4431
bool enclosed_at(const tripoint &pos)
Definition: vehicle.cpp:6095

References _, ACT_TRY_SLEEP, ACTION_SLEEP, activity, Creature::add_msg_if_player(), Creature::as_npc(), base_comfort_value(), bio_synaptic_regen, calc_needs_rates(), comfortable, npc::complain_about(), dead_tired, effect_lying_down, effect_melatonin_supplements, effect_narcosis, effect_recently_coughed, effect_sleep, vehicle::enclosed_at(), needs_rates::fatigue, focus_pool, g, Creature::get_effect(), get_fatigue(), get_painkiller(), get_size(), get_stim(), has_active_bionic(), Creature::has_effect(), has_trait(), player_activity::id(), in_vehicle, is_hibernating(), Creature::is_npc(), Creature::is_player(), Character::comfort_response_t::level, m_bad, m_warning, mod_fatigue(), Creature::mod_pain(), mod_painkiller(), mod_sleep_deprivation(), MS_HUGE, vehicle::player_in_control(), pos(), press_x(), needs_rates::recovery, rng(), roll_remainder(), set_fatigue(), set_sleep_deprivation(), set_stim(), sleep(), slightly_comfortable, tired, trait_DEBUG_LS, trait_NOPAIN, veh_pointer_or_null(), and very_comfortable.

Referenced by update_body().

◆ update_stamina()

void Character::update_stamina ( int  turns)

Regenerates stamina.

Definition at line 7253 of file character.cpp.

7254{
7255 static const std::string player_base_stamina_regen_rate( "PLAYER_BASE_STAMINA_REGEN_RATE" );
7256 static const std::string stamina_regen_modifier( "stamina_regen_modifier" );
7257 const float base_regen_rate = get_option<float>( player_base_stamina_regen_rate );
7258 const int current_stim = get_stim();
7259 float stamina_recovery = 0.0f;
7260 // Recover some stamina every turn.
7261 // max stamina modifers from mutation also affect stamina multi
7262 float stamina_multiplier = 1.0f + mutation_value( stamina_regen_modifier ) +
7263 ( mutation_value( "max_stamina_modifier" ) - 1.0f );
7264 // But mouth encumbrance interferes, even with mutated stamina.
7265 stamina_recovery += stamina_multiplier * std::max( 1.0f,
7266 base_regen_rate - ( encumb( bp_mouth ) / 5.0f ) );
7267 // TODO: recovering stamina causes hunger/thirst/fatigue.
7268 // TODO: Tiredness slowing recovery
7269
7270 // stim recovers stamina (or impairs recovery)
7271 if( current_stim > 0 ) {
7272 // TODO: Make stamina recovery with stims cost health
7273 stamina_recovery += std::min( 5.0f, current_stim / 15.0f );
7274 } else if( current_stim < 0 ) {
7275 // Affect it less near 0 and more near full
7276 // Negative stim kill at -200
7277 // At -100 stim it inflicts -20 malus to regen at 100% stamina,
7278 // effectivly countering stamina gain of default 20,
7279 // at 50% stamina its -10 (50%), cuts by 25% at 25% stamina
7280 stamina_recovery += current_stim / 5.0f * get_stamina() / get_stamina_max();
7281 }
7282
7283 const int max_stam = get_stamina_max();
7284 if( get_power_level() >= 3_kJ && has_active_bionic( bio_gills ) ) {
7285 int bonus = std::min<int>( units::to_kilojoule( get_power_level() ) / 3,
7286 max_stam - get_stamina() - stamina_recovery * turns );
7287 // so the effective recovery is up to 5x default
7288 bonus = std::min( bonus, 4 * static_cast<int>( base_regen_rate ) );
7289 if( bonus > 0 ) {
7290 stamina_recovery += bonus;
7291 bonus /= 10;
7292 bonus = std::max( bonus, 1 );
7294 }
7295 }
7296
7297 mod_stamina( roll_remainder( stamina_recovery * turns ) );
7298 add_msg( m_debug, "Stamina recovery: %d", roll_remainder( stamina_recovery * turns ) );
7299 // Cap at max
7300 set_stamina( std::min( std::max( get_stamina(), 0 ), max_stam ) );
7301}
static const bionic_id bio_gills("bio_gills")

References add_msg(), bio_gills, bp_mouth, encumb(), units::from_kilojoule(), get_power_level(), get_stamina(), get_stamina_max(), get_stim(), has_active_bionic(), m_debug, mod_power_level(), mod_stamina(), mutation_value(), roll_remainder(), set_stamina(), and units::to_kilojoule().

Referenced by update_body().

◆ update_stomach()

void Character::update_stomach ( const time_point from,
const time_point to 
)

Updates the stomach to give accurate hunger messages.

Definition at line 4716 of file character.cpp.

4717{
4718 const needs_rates rates = calc_needs_rates();
4719 // No food/thirst/fatigue clock at all
4720 const bool debug_ls = has_trait( trait_DEBUG_LS );
4721 // No food/thirst, capped fatigue clock (only up to tired)
4722 const bool npc_no_food = is_npc() && get_option<bool>( "NO_NPC_FOOD" );
4723 const bool foodless = debug_ls || npc_no_food;
4724 const bool mouse = has_trait( trait_NO_THIRST );
4725 const bool mycus = has_trait( trait_M_DEPENDENT );
4726 const float kcal_per_time = bmr() / ( 12.0f * 24.0f );
4727 const int five_mins = ticks_between( from, to, 5_minutes );
4728
4729 if( five_mins > 0 ) {
4730 // Digest nutrients in stomach
4731 food_summary digested_to_body = stomach.digest( rates, five_mins );
4732 // Apply nutrients, unless this is an NPC and NO_NPC_FOOD is enabled.
4733 if( !npc_no_food ) {
4734 mod_stored_kcal( digested_to_body.nutr.kcal );
4735 vitamins_mod( digested_to_body.nutr.vitamins, false );
4736 }
4737 if( !foodless && rates.hunger > 0.0f ) {
4738 // instead of hunger keeping track of how you're living, burn calories instead
4739 mod_stored_kcal( -roll_remainder( five_mins * kcal_per_time ) );
4740 }
4741 }
4742
4743 if( !foodless && rates.thirst > 0.0f ) {
4744 mod_thirst( roll_remainder( rates.thirst * five_mins ) );
4745 }
4746
4747 if( npc_no_food ) {
4748 set_thirst( static_cast<int>( thirst_levels::hydrated ) );
4750 }
4751
4752 // Mycus and Metabolic Rehydration makes thirst unnecessary
4753 // since water is not limited by intake but by absorption, we can just set thirst to zero
4754 if( mycus || mouse ) {
4755 set_thirst( 0 );
4756 }
4757}
static const trait_id trait_NO_THIRST("NO_THIRST")
static const trait_id trait_M_DEPENDENT("M_DEPENDENT")
void vitamins_mod(const std::map< vitamin_id, int > &, bool capped=true)
food_summary digest(const needs_rates &metabolic_rates, int five_mins)
Processes food and outputs nutrients that are finished processing Metabolic rates are required becaus...
Definition: stomach.cpp:132
int mycus(player *, item *, bool, const tripoint &)
Definition: iuse.cpp:1436
nutrients nutr
Definition: stomach.h:53
std::map< vitamin_id, int > vitamins
vitamins potentially provided by this comestible (if any)
Definition: stomach.h:21

References bmr(), calc_needs_rates(), stomach_contents::digest(), has_trait(), needs_rates::hunger, hydrated, Creature::is_npc(), nutrients::kcal, max_stored_kcal(), mod_stored_kcal(), mod_thirst(), iuse::mycus(), food_summary::nutr, roll_remainder(), set_stored_kcal(), set_thirst(), stomach, needs_rates::thirst, ticks_between(), trait_DEBUG_LS, trait_M_DEPENDENT, trait_NO_THIRST, nutrients::vitamins, and vitamins_mod().

Referenced by update_body().

◆ update_type_of_scent() [1/2]

void Character::update_type_of_scent ( bool  init = false)

Definition at line 8704 of file character.cpp.

8705{
8706 scenttype_id new_scent = scenttype_id( "sc_human" );
8707 for( const trait_id &mut : get_mutations() ) {
8708 if( mut.obj().scent_typeid ) {
8709 new_scent = mut.obj().scent_typeid.value();
8710 }
8711 }
8712
8713 if( !init && new_scent != get_type_of_scent() ) {
8714 g->scent.reset();
8715 }
8716 set_type_of_scent( new_scent );
8717}
scenttype_id get_type_of_scent() const
Definition: character.cpp:8737

References g, get_mutations(), get_type_of_scent(), mutation_branch::scent_typeid, and set_type_of_scent().

Referenced by on_mutation_gain(), on_mutation_loss(), and update_type_of_scent().

◆ update_type_of_scent() [2/2]

void Character::update_type_of_scent ( const trait_id mut,
bool  gain = true 
)

Definition at line 8719 of file character.cpp.

8720{
8721 const cata::optional<scenttype_id> &mut_scent = mut->scent_typeid;
8722 if( mut_scent ) {
8723 if( gain && mut_scent.value() != get_type_of_scent() ) {
8724 set_type_of_scent( mut_scent.value() );
8725 g->scent.reset();
8726 } else {
8728 }
8729 }
8730}
cata::optional< scenttype_id > scent_typeid
What do you smell like.
Definition: mutation.h:176

References g, get_type_of_scent(), mutation_branch::scent_typeid, set_type_of_scent(), update_type_of_scent(), and cata::optional< T >::value().

◆ update_vitamins()

void Character::update_vitamins ( const vitamin_id vit)

Set vitamin deficiency/excess disease states dependent upon current vitamin levels.

Definition at line 8776 of file character.cpp.

8777{
8778 if( is_npc() ) {
8779 return; // NPCs cannot develop vitamin diseases
8780 }
8781
8782 efftype_id def = vit.obj().deficiency();
8783 efftype_id exc = vit.obj().excess();
8784
8785 int lvl = vit.obj().severity( vitamin_get( vit ) );
8786 if( lvl <= 0 ) {
8787 remove_effect( def );
8788 }
8789 if( lvl >= 0 ) {
8790 remove_effect( exc );
8791 }
8792 if( lvl > 0 ) {
8793 if( has_effect( def, num_bp ) ) {
8794 get_effect( def, num_bp ).set_intensity( lvl, true );
8795 } else {
8796 add_effect( def, 1_turns, num_bp, lvl );
8797 }
8798 }
8799 if( lvl < 0 ) {
8800 if( has_effect( exc, num_bp ) ) {
8801 get_effect( exc, num_bp ).set_intensity( -lvl, true );
8802 } else {
8803 add_effect( exc, 1_turns, num_bp, -lvl );
8804 }
8805 }
8806}
int vitamin_get(const vitamin_id &vit) const
Check current level of a vitamin.
int set_intensity(int val, bool alert=false)
Sets intensity of effect capped by range [1..max_intensity].
Definition: effect.cpp:858
const efftype_id & deficiency() const
Disease effect with increasing intensity proportional to vitamin deficiency.
Definition: vitamin.h:57
const efftype_id & excess() const
Disease effect with increasing intensity proportional to vitamin excess.
Definition: vitamin.h:62
int severity(int qty) const
Get intensity of deficiency or zero if not deficient for specified qty.
Definition: vitamin.cpp:39

References Creature::add_effect(), vitamin::deficiency(), vitamin::excess(), Creature::get_effect(), Creature::has_effect(), Creature::is_npc(), num_bp, string_id< T >::obj(), Creature::remove_effect(), effect::set_intensity(), vitamin::severity(), and vitamin_get().

Referenced by vitamin_mod().

◆ use_amount()

std::list< item > Character::use_amount ( itype_id  it,
int  quantity,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9599 of file character.cpp.

9601{
9602 std::list<item> ret;
9603 if( weapon.use_amount( it, quantity, ret ) ) {
9604 remove_weapon();
9605 }
9606 for( auto a = worn.begin(); a != worn.end() && quantity > 0; ) {
9607 if( a->use_amount( it, quantity, ret, filter ) ) {
9608 a->on_takeoff( *this );
9609 a = worn.erase( a );
9610 } else {
9611 ++a;
9612 }
9613 }
9614 if( quantity <= 0 ) {
9615 return ret;
9616 }
9617 std::list<item> tmp = inv.use_amount( it, quantity, filter );
9618 ret.splice( ret.end(), tmp );
9619 return ret;
9620}
std::list< item > use_amount(itype_id it, int quantity, const std::function< bool(const item &)> &filter=return_true< item >)
Definition: inventory.cpp:845
bool use_amount(const itype_id &it, int &quantity, std::list< item > &used, const std::function< bool(const item &)> &filter=return_true< item >)
Consume a specific amount of items of a specific type.
Definition: item.cpp:8330
constexpr double a
Definition: magic.cpp:1029

References a, inv, remove_weapon(), cata::hash64_detail::ret, item::use_amount(), inventory::use_amount(), weapon, and worn.

Referenced by computer_session::action_srcf_elevator(), iexamine::cardreader(), iexamine::cardreader_robofac(), player::consume_items(), game::find_or_make_stairs(), hack_attempt(), iexamine::pedestal_temple(), activity_handlers::plant_seed_finish(), vehicle::reload_seeds(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), sinkhole_safety_roll(), and npc_trading::transfer_items().

◆ use_charges()

std::list< item > Character::use_charges ( const itype_id what,
int  qty,
const std::function< bool(const item &)> &  filter = return_true<item> 
)

Definition at line 9631 of file character.cpp.

9633{
9634 std::list<item> res;
9635
9636 if( qty <= 0 ) {
9637 return res;
9638
9639 } else if( what == itype_toolset ) {
9641 return res;
9642
9643 } else if( what == itype_fire ) {
9644 use_fire( qty );
9645 return res;
9646
9647 } else if( what == itype_bio_armor ) {
9648 float mod_qty = 0;
9649 float efficiency = 1;
9650 for( const bionic &bio : *my_bionics ) {
9651 if( bio.powered && bio.info().has_flag( flag_BIONIC_ARMOR_INTERFACE ) ) {
9652 efficiency = std::max( efficiency, bio.info().fuel_efficiency );
9653 }
9654 }
9655 if( efficiency == 1 ) {
9656 debugmsg( "Player lacks a bionic armor interface with fuel efficiency field." );
9657 }
9658 mod_qty = qty / efficiency;
9660 return res;
9661
9662 } else if( what == itype_UPS ) {
9663 if( is_mounted() && mounted_creature.get()->has_flag( MF_RIDEABLE_MECH ) &&
9664 mounted_creature.get()->battery_item ) {
9665 auto mons = mounted_creature.get();
9666 int power_drain = std::min( mons->battery_item->ammo_remaining(), qty );
9667 mons->use_mech_power( -power_drain );
9668 qty -= std::min( qty, power_drain );
9669 return res;
9670 }
9671 if( has_power() && has_active_bionic( bio_ups ) ) {
9672 int bio = std::min( units::to_kilojoule( get_power_level() ), qty );
9674 qty -= std::min( qty, bio );
9675 }
9676
9677 int adv = charges_of( itype_adv_UPS_off, static_cast<int>( std::ceil( qty * 0.6 ) ) );
9678 if( adv > 0 ) {
9679 std::list<item> found = use_charges( itype_adv_UPS_off, adv );
9680 res.splice( res.end(), found );
9681 qty -= std::min( qty, static_cast<int>( adv / 0.6 ) );
9682 }
9683
9684 int ups = charges_of( itype_UPS_off, qty );
9685 if( ups > 0 ) {
9686 std::list<item> found = use_charges( itype_UPS_off, ups );
9687 res.splice( res.end(), found );
9688 qty -= std::min( qty, ups );
9689 }
9690 return res;
9691
9692 }
9693
9694 std::vector<item *> del;
9695
9696 bool has_tool_with_UPS = false;
9697 visit_items( [this, &what, &qty, &res, &del, &has_tool_with_UPS, &filter]( item * e ) {
9698 if( e->use_charges( what, qty, res, pos(), filter ) ) {
9699 del.push_back( e );
9700 }
9701 if( filter( *e ) && e->typeId() == what && e->has_flag( flag_USE_UPS ) ) {
9702 has_tool_with_UPS = true;
9703 }
9704 return qty > 0 ? VisitResponse::SKIP : VisitResponse::ABORT;
9705 } );
9706
9707 for( auto e : del ) {
9708 remove_item( *e );
9709 }
9710
9711 if( has_tool_with_UPS ) {
9712 use_charges( itype_UPS, qty );
9713 }
9714
9715 return res;
9716}
static const itype_id itype_toolset("toolset")
static const itype_id itype_adv_UPS_off("adv_UPS_off")
static const bionic_id bio_ups("bio_ups")
static const itype_id itype_UPS_off("UPS_off")
void use_fire(int quantity)
Definition: character.cpp:9782
bool use_charges(const itype_id &what, int &qty, std::list< item > &used, const tripoint &pos, const std::function< bool(const item &)> &filter=return_true< item >)
Consumes specified charges (or fewer) from this and any contained items.
Definition: item.cpp:8450

References ABORT, bio_ups, visitable< Character >::charges_of(), debugmsg, flag_BIONIC_ARMOR_INTERFACE, flag_USE_UPS(), units::from_kilojoule(), get_power_level(), has_active_bionic(), item::has_flag(), has_power(), is_mounted(), itype_adv_UPS_off, itype_bio_armor, itype_fire, itype_toolset, itype_UPS, itype_UPS_off, MF_RIDEABLE_MECH, mod_power_level(), mounted_creature, my_bionics, pos(), visitable< Character >::remove_item(), SKIP, units::to_kilojoule(), item::typeId(), item::use_charges(), use_charges(), use_fire(), and visitable< Character >::visit_items().

Referenced by iexamine::arcfurnace_empty(), consume_charges(), player::consume_items(), player::consume_med(), consume_remote_fuel(), player::consume_tools(), player::eat(), iuse::ecig(), iexamine::fertilize_plant(), player::fire_gun(), iexamine::fireplace(), iexamine::fvat_empty(), activity_handlers::gunmod_add_finish(), hack_attempt(), iexamine::keg(), iexamine::kiln_empty(), iexamine::pay_gas(), activity_handlers::plant_seed_finish(), player::process_items(), iexamine::reload_furniture(), vehicle::reload_seeds(), talk_effect_fun_t::set_bulk_trade_accept(), talk_effect_fun_t::set_consume_item(), talk_effect_fun_t::set_u_sell_item(), smoker_activate(), npc_trading::transfer_items(), try_consume(), try_start_hacking(), consume_drug_iuse::use(), place_monster_iuse::use(), cauterize_actor::use(), use_charges(), use_charges_if_avail(), use_fire(), and iexamine::vending().

◆ use_charges_if_avail()

bool Character::use_charges_if_avail ( const itype_id it,
int  quantity 
)

Definition at line 9622 of file character.cpp.

9623{
9624 if( has_charges( it, quantity ) ) {
9625 use_charges( it, quantity );
9626 return true;
9627 }
9628 return false;
9629}

References has_charges(), and use_charges().

Referenced by iuse::arrow_flammable(), iuse::firecracker(), activity_handlers::game_do_turn(), iuse::meth(), item::process_tool(), item::reload(), iuse::smoking(), suffer_from_asthma(), and iuse_transform::use().

◆ use_fire()

void Character::use_fire ( int  quantity)

Definition at line 9782 of file character.cpp.

9783{
9784 //Okay, so checks for nearby fires first,
9785 //then held lit torch or candle, bionic tool/lighter/laser
9786 //tries to use 1 charge of lighters, matches, flame throwers
9787 //If there is enough power, will use power of one activation of the bio_lighter, bio_tools and bio_laser
9788 // (home made, military), hotplate, welder in that order.
9789 // bio_lighter, bio_laser, bio_tools, has_active_bionic("bio_tools"
9790
9791 if( g->m.has_nearby_fire( pos() ) ) {
9792 return;
9793 } else if( has_item_with_flag( "FIRE" ) ) {
9794 return;
9795 } else if( has_item_with_flag( "FIRESTARTER" ) ) {
9796 auto firestarters = all_items_with_flag( "FIRESTARTER" );
9797 for( auto &i : firestarters ) {
9798 if( has_charges( i->typeId(), quantity ) ) {
9799 use_charges( i->typeId(), quantity );
9800 return;
9801 }
9802 }
9803 } else if( has_active_bionic( bio_tools ) && get_power_level() > quantity * 5_kJ ) {
9804 mod_power_level( -quantity * 5_kJ );
9805 return;
9806 } else if( has_bionic( bio_lighter ) && get_power_level() > quantity * 5_kJ ) {
9807 mod_power_level( -quantity * 5_kJ );
9808 return;
9809 } else if( has_bionic( bio_laser ) && get_power_level() > quantity * 5_kJ ) {
9810 mod_power_level( -quantity * 5_kJ );
9811 return;
9812 }
9813}

References all_items_with_flag(), bio_laser, bio_lighter, bio_tools, g, get_power_level(), has_active_bionic(), has_bionic(), has_charges(), has_item_with_flag(), mod_power_level(), pos(), and use_charges().

Referenced by use_charges().

◆ used_weapon() [1/2]

item & Character::used_weapon ( )

Definition at line 140 of file melee.cpp.

141{
142 return const_cast<item &>( const_cast<const Character *>( this )->used_weapon() );
143}

References used_weapon().

◆ used_weapon() [2/2]

const item & Character::used_weapon ( ) const

Returns a reference to the item which will be used to make attacks.

At the moment it's always weapon or a reference to a null item.

Definition at line 135 of file melee.cpp.

136{
137 return martial_arts_data->selected_force_unarmed() ? null_item_reference() : weapon;
138}

References martial_arts_data, null_item_reference(), and weapon.

Referenced by get_melee_hit_base(), ma_requirements::is_valid_character(), melee_attack(), player::on_dodge(), unarmed_attack(), and used_weapon().

◆ valid_aoe_technique() [1/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique 
)
private

Check if an area-of-effect technique has valid targets.

Definition at line 1188 of file melee.cpp.

1189{
1190 std::vector<Creature *> dummy_targets;
1191 return valid_aoe_technique( t, technique, dummy_targets );
1192}

References valid_aoe_technique().

Referenced by perform_technique(), pick_technique(), and valid_aoe_technique().

◆ valid_aoe_technique() [2/2]

bool Character::valid_aoe_technique ( Creature t,
const ma_technique technique,
std::vector< Creature * > &  targets 
)
private

Definition at line 1194 of file melee.cpp.

1196{
1197 if( technique.aoe.empty() ) {
1198 return false;
1199 }
1200
1201 // pre-computed matrix of adjacent squares
1202 std::array<int, 9> offset_a = {{0, -1, -1, 1, 0, -1, 1, 1, 0 }};
1203 std::array<int, 9> offset_b = {{-1, -1, 0, -1, 0, 1, 0, 1, 1 }};
1204
1205 // filter the values to be between -1 and 1 to avoid indexing the array out of bounds
1206 int dy = std::max( -1, std::min( 1, t.posy() - posy() ) );
1207 int dx = std::max( -1, std::min( 1, t.posx() - posx() ) );
1208 int lookup = dy + 1 + 3 * ( dx + 1 );
1209
1210 //wide hits all targets adjacent to the attacker and the target
1211 if( technique.aoe == "wide" ) {
1212 //check if either (or both) of the squares next to our target contain a possible victim
1213 //offsets are a pre-computed matrix allowing us to quickly lookup adjacent squares
1214 tripoint left = pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1215 tripoint right = pos() + tripoint( offset_b[lookup], -offset_a[lookup], 0 );
1216
1217 monster *const mon_l = g->critter_at<monster>( left );
1218 if( mon_l && mon_l->friendly == 0 ) {
1219 targets.push_back( mon_l );
1220 }
1221 monster *const mon_r = g->critter_at<monster>( right );
1222 if( mon_r && mon_r->friendly == 0 ) {
1223 targets.push_back( mon_r );
1224 }
1225
1226 npc *const npc_l = g->critter_at<npc>( left );
1227 npc *const npc_r = g->critter_at<npc>( right );
1228 if( npc_l && npc_l->is_enemy() ) {
1229 targets.push_back( npc_l );
1230 }
1231 if( npc_r && npc_r->is_enemy() ) {
1232 targets.push_back( npc_r );
1233 }
1234 if( !targets.empty() ) {
1235 return true;
1236 }
1237 }
1238
1239 if( technique.aoe == "impale" ) {
1240 // Impale hits the target and a single target behind them
1241 // Check if the square cardinally behind our target, or to the left / right,
1242 // contains a possible target.
1243 tripoint left = t.pos() + tripoint( offset_a[lookup], offset_b[lookup], 0 );
1244 tripoint target_pos = t.pos() + ( t.pos() - pos() );
1245 tripoint right = t.pos() + tripoint( offset_b[lookup], -offset_b[lookup], 0 );
1246
1247 monster *const mon_l = g->critter_at<monster>( left );
1248 monster *const mon_t = g->critter_at<monster>( target_pos );
1249 monster *const mon_r = g->critter_at<monster>( right );
1250 if( mon_l && mon_l->friendly == 0 ) {
1251 targets.push_back( mon_l );
1252 }
1253 if( mon_t && mon_t->friendly == 0 ) {
1254 targets.push_back( mon_t );
1255 }
1256 if( mon_r && mon_r->friendly == 0 ) {
1257 targets.push_back( mon_r );
1258 }
1259
1260 npc *const npc_l = g->critter_at<npc>( left );
1261 npc *const npc_t = g->critter_at<npc>( target_pos );
1262 npc *const npc_r = g->critter_at<npc>( right );
1263 if( npc_l && npc_l->is_enemy() ) {
1264 targets.push_back( npc_l );
1265 }
1266 if( npc_t && npc_t->is_enemy() ) {
1267 targets.push_back( npc_t );
1268 }
1269 if( npc_r && npc_r->is_enemy() ) {
1270 targets.push_back( npc_r );
1271 }
1272 if( !targets.empty() ) {
1273 return true;
1274 }
1275 }
1276
1277 if( targets.empty() && technique.aoe == "spin" ) {
1278 for( const tripoint &tmp : g->m.points_in_radius( pos(), 1 ) ) {
1279 if( tmp == t.pos() ) {
1280 continue;
1281 }
1282 monster *const mon = g->critter_at<monster>( tmp );
1283 if( mon && mon->friendly == 0 ) {
1284 targets.push_back( mon );
1285 }
1286 npc *const np = g->critter_at<npc>( tmp );
1287 if( np && np->is_enemy() ) {
1288 targets.push_back( np );
1289 }
1290 }
1291 //don't trigger circle for fewer than 2 targets
1292 if( targets.size() < 2 ) {
1293 targets.clear();
1294 } else {
1295 return true;
1296 }
1297 }
1298 return false;
1299}
bool is_enemy() const
Definition: npc.cpp:2040

References ma_technique::aoe, monster::friendly, g, npc::is_enemy(), left, Creature::pos(), pos(), Creature::posx(), posx(), Creature::posy(), posy(), and right.

◆ visibility()

int Character::visibility ( bool  check_color = false,
int  stillness = 0 
) const

Checks is_invisible() as well as other factors.

Definition at line 6341 of file character.cpp.

6342{
6343 // 0-100 %
6344 if( is_invisible() ) {
6345 return 0;
6346 }
6347 // TODO:
6348 // if ( dark_clothing() && light check ...
6349 int stealth_modifier = std::floor( mutation_value( "stealth_modifier" ) );
6350 return clamp( 100 - stealth_modifier, 40, 160 );
6351}
bool is_invisible() const
Definition: character.cpp:6331

References clamp(), is_invisible(), and mutation_value().

◆ visible_mutations()

std::string Character::visible_mutations ( int  visibility_cap) const

Returns an enumeration of visible mutations with colors.

Definition at line 1753 of file mutation.cpp.

1754{
1755 const std::vector<trait_id> &my_muts = get_mutations();
1756 const std::string trait_str = enumerate_as_string( my_muts.begin(), my_muts.end(),
1757 [visibility_cap ]( const trait_id & pr ) -> std::string {
1758 const auto &mut_branch = pr.obj();
1759 // Finally some use for visibility trait of mutations
1760 if( mut_branch.visibility > 0 && mut_branch.visibility >= visibility_cap )
1761 {
1762 return colorize( mut_branch.name(), mut_branch.get_display_color() );
1763 }
1764
1765 return std::string();
1766 } );
1767 return trait_str;
1768}

References enumerate_as_string(), and get_mutations().

Referenced by npc::print_info(), and short_description_parts().

◆ vitamin_get()

int Character::vitamin_get ( const vitamin_id vit) const

Check current level of a vitamin.

Accesses level of a given vitamin. If the vitamin_id specified does not exist then this function simply returns 0.

Parameters
vitID of vitamin to check level for.
Returns
current level for specified vitamin

Definition at line 575 of file consumption.cpp.

576{
577 if( get_option<bool>( "NO_VITAMINS" ) && vit->type() == vitamin_type::VITAMIN ) {
578 return 0;
579 }
580
581 const auto &v = vitamin_levels.find( vit );
582 return v != vitamin_levels.end() ? v->second : 0;
583}
const vitamin_type & type() const
Definition: vitamin.h:40
@ VITAMIN
Definition: vitamin.h:19

References vitamin::type(), VITAMIN, and vitamin_levels.

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and update_vitamins().

◆ vitamin_mod()

int Character::vitamin_mod ( const vitamin_id vit,
int  qty,
bool  capped = true 
)

Add or subtract vitamins from character storage pools.

Parameters
vitID of vitamin to modify
qtyamount by which to adjust vitamin (negative values are permitted)
cappedif true prevent vitamins which can accumulate in excess from doing so
Returns
adjusted level for the vitamin or zero if vitamin does not exist

Definition at line 543 of file consumption.cpp.

544{
545 if( !vit.is_valid() ) {
546 debugmsg( "Vitamin with id %s does not exist, and cannot be modified", vit.str() );
547 return 0;
548 }
549 // What's going on here? Emplace returns either an iterator to the inserted
550 // item or, if it already exists, an iterator to the (unchanged) extant item
551 // (Okay, technically it returns a pair<iterator, bool>, the iterator is what we want)
552 auto it = vitamin_levels.emplace( vit, 0 ).first;
553 const vitamin &v = *it->first;
554
555 if( qty > 0 ) {
556 // Accumulations can never occur from food sources
557 it->second = std::min( it->second + qty, capped ? 0 : v.max() );
558 update_vitamins( vit );
559
560 } else if( qty < 0 ) {
561 it->second = std::max( it->second + qty, v.min() );
562 update_vitamins( vit );
563 }
564
565 return it->second;
566}
void update_vitamins(const vitamin_id &vit)
Set vitamin deficiency/excess disease states dependent upon current vitamin levels.
Definition: character.cpp:8776
int max() const
Upper bound for any accumulation of this vitamin.
Definition: vitamin.h:72
int min() const
Lower bound for deficiency of this vitamin.
Definition: vitamin.h:67

References debugmsg, string_id< T >::is_valid(), vitamin::max(), vitamin::min(), string_id< T >::str(), update_vitamins(), and vitamin_levels.

Referenced by eff_fun_bleed(), rooted(), suffer_from_other_mutations(), suffer_in_sunlight(), update_body(), consume_drug_iuse::use(), vitamin_set(), and vitamins_mod().

◆ vitamin_rate()

time_duration Character::vitamin_rate ( const vitamin_id vit) const

Get vitamin usage rate (minutes per unit) accounting for bionics, mutations and effects.

Definition at line 528 of file consumption.cpp.

529{
530 time_duration res = vit.obj().rate();
531
532 for( const auto &m : get_mutations() ) {
533 const auto &mut = m.obj();
534 auto iter = mut.vitamin_rates.find( vit );
535 if( iter != mut.vitamin_rates.end() ) {
536 res += iter->second;
537 }
538 }
539
540 return res;
541}
time_duration rate() const
Usage rate of vitamin (time to consume unit) Lower bound is zero whereby vitamin is not required (but...
Definition: vitamin.h:80

References get_mutations(), string_id< T >::obj(), and vitamin::rate().

Referenced by update_body(), and consume_drug_iuse::use().

◆ vitamin_set()

bool Character::vitamin_set ( const vitamin_id vit,
int  qty 
)

Sets level of a vitamin or returns false if id given in vit does not exist.

Note
status effects are still set for deficiency/excess
Parameters
[in]vitID of vitamin to adjust quantity for
[in]qtyQuantity to set level to
Returns
false if given vitamin_id does not exist, otherwise true

Definition at line 585 of file consumption.cpp.

586{
587 auto v = vitamin_levels.find( vit );
588 if( v == vitamin_levels.end() ) {
589 return false;
590 }
591 vitamin_mod( vit, qty - v->second, false );
592
593 return true;
594}

References vitamin_levels, and vitamin_mod().

Referenced by debug_menu::character_edit_menu(), eff_fun_mutating(), and eff_fun_toxin_buildup().

◆ vitamins_mod()

void Character::vitamins_mod ( const std::map< vitamin_id, int > &  vitamins,
bool  capped = true 
)

Definition at line 568 of file consumption.cpp.

569{
570 for( auto vit : vitamins ) {
571 vitamin_mod( vit.first, vit.second, capped );
572 }
573}

References vitamin_mod().

Referenced by update_stomach().

◆ volume_capacity()

◆ volume_capacity_reduced_by()

units::volume Character::volume_capacity_reduced_by ( const units::volume mod,
const excluded_stacks without = {} 
) const

Definition at line 2837 of file character.cpp.

2839{
2841 return units::volume_max;
2842 }
2843
2845 for( const auto &i : worn ) {
2846 if( !without.count( &i ) ) {
2847 ret += i.get_storage();
2848 }
2849 }
2850 if( has_bionic( bio_storage ) ) {
2851 ret += 2_liter;
2852 }
2853 if( has_trait( trait_SHELL ) ) {
2854 ret += 4_liter;
2855 }
2857 ret += 6_liter;
2858 }
2859 if( has_trait( trait_PACKMULE ) ) {
2860 ret = ret * 1.4;
2861 }
2862 if( has_trait( trait_DISORGANIZED ) ) {
2863 ret = ret * 0.6;
2864 }
2865 return std::max( ret, 0_ml );
2866}
static const trait_id trait_SHELL("SHELL")
static const trait_id trait_DISORGANIZED("DISORGANIZED")
static const trait_id trait_PACKMULE("PACKMULE")
static const bionic_id bio_storage("bio_storage")
const volume volume_max
Definition: units_volume.h:21

References bio_storage, has_active_mutation(), has_bionic(), has_trait(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, trait_DISORGANIZED, trait_PACKMULE, trait_SHELL, trait_SHELL2, units::volume_max, and worn.

Referenced by inventory_drop_selector::get_raw_stats(), pickup::reorder_for_dropping(), player::takeoff(), and volume_capacity().

◆ volume_carried()

◆ volume_carried_reduced_by()

units::volume Character::volume_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2779 of file character.cpp.

2780{
2781 if( without.empty() ) {
2782 return inv.volume();
2783 } else {
2784 return inv.volume_without( without );
2785 }
2786}
units::volume volume_without(const excluded_stacks &without) const
Definition: inventory.cpp:1061

References inv, inventory::volume(), and inventory::volume_without().

Referenced by inventory_drop_selector::get_raw_stats().

◆ vomit()

void Character::vomit ( )

Handles Character vomiting effects.

Definition at line 7775 of file character.cpp.

7776{
7777 g->events().send<event_type::throws_up>( getID() );
7778
7779 if( get_effect_int( effect_fungus ) >= 3 ) {
7780 add_msg_player_or_npc( m_bad, _( "You vomit thousands of live spores!" ),
7781 _( "<npcname> vomits thousands of live spores!" ) );
7782 fungal_effects( *g, g->m ).fungalize( pos(), this );
7783 } else if( stomach.get_calories() > 0 || get_thirst() < 0 ) {
7784 add_msg_player_or_npc( m_bad, _( "You throw up heavily!" ), _( "<npcname> throws up heavily!" ) );
7785 g->m.add_field( adjacent_tile(), fd_bile, 1 );
7786 } else {
7787 return;
7788 }
7789
7790 if( !has_effect( effect_nausea ) ) { // Prevents never-ending nausea
7791 const effect dummy_nausea( &effect_nausea.obj(), 0_turns, bodypart_str_id::NULL_ID(), 1,
7793 add_effect( effect_nausea, std::max( dummy_nausea.get_max_duration() *
7794 stomach.get_calories() / 100, dummy_nausea.get_int_dur_factor() ) );
7795 }
7796
7797 stomach.empty();
7798 set_thirst( std::max( 0, get_thirst() ) );
7800 if( get_healthy_mod() > 0 ) {
7801 set_healthy_mod( 0 );
7802 }
7803
7804 moves -= 100;
7805 // get_effect is more correct than has_effect because of body parts
7806 effect &eff_foodpoison = get_effect( effect_foodpoison );
7807 if( eff_foodpoison ) {
7808 eff_foodpoison.mod_duration( -30_minutes );
7809 }
7810 effect &eff_drunk = get_effect( effect_drunk );
7811 if( eff_drunk ) {
7812 eff_drunk.mod_duration( rng( -10_minutes, -50_minutes ) );
7813 }
7817 // Don't wake up when just retching
7818 wake_up();
7819}
static const efftype_id effect_fungus("fungus")
static const efftype_id effect_pkill2("pkill2")
static const efftype_id effect_bloated("bloated")
static const efftype_id effect_foodpoison("foodpoison")
static const efftype_id effect_pkill1("pkill1")
static const efftype_id effect_pkill3("pkill3")
tripoint adjacent_tile() const
Returns an unoccupied, safe adjacent point.
Definition: character.cpp:7822
void fungalize(const tripoint &p, Creature *origin=nullptr, double spore_chance=0.0)
field_type_id fd_bile
Definition: field_type.cpp:337

References _, Creature::add_effect(), Creature::add_msg_player_or_npc(), adjacent_tile(), effect_bloated, effect_drunk, effect_foodpoison, effect_fungus, effect_nausea, effect_pkill1, effect_pkill2, effect_pkill3, stomach_contents::empty(), fd_bile, fungal_effects::fungalize(), g, stomach_contents::get_calories(), Creature::get_effect(), Creature::get_effect_int(), get_healthy_mod(), effect::get_int_dur_factor(), effect::get_max_duration(), get_thirst(), getID(), Creature::has_effect(), m_bad, effect::mod_duration(), Creature::moves, string_id< body_part_type >::NULL_ID(), string_id< T >::obj(), pos(), Creature::remove_effect(), rng(), set_healthy_mod(), set_thirst(), stomach, throws_up, calendar::turn, and wake_up().

Referenced by activate_mutation(), addict_effect(), iuse::artifact(), iuse::blech(), iuse::dig(), player::eat(), eff_fun_hallu(), eff_fun_hot(), eff_fun_rat(), player::hardcoded_effects(), marloss_common(), iuse::mycus(), player::process_effects_internal(), player::process_one_effect(), iuse::sewage(), suffer_from_radiation(), suffer_while_awake(), try_reject_mutagen(), avatar::vomit(), and spell_effect::vomit().

◆ wait_effects()

void Character::wait_effects ( )

Definition at line 1575 of file character.cpp.

1576{
1577 if( has_effect( effect_downed ) ) {
1578 try_remove_downed( *this );
1579 return;
1580 }
1581 if( has_effect( effect_beartrap ) ) {
1582 try_remove_bear_trap( *this );
1583 return;
1584 }
1585 if( has_effect( effect_lightsnare ) ) {
1586 try_remove_lightsnare( *this );
1587 return;
1588 }
1589 if( has_effect( effect_heavysnare ) ) {
1590 try_remove_heavysnare( *this );
1591 return;
1592 }
1593 if( has_effect( effect_webbed ) ) {
1594 try_remove_webs( *this );
1595 return;
1596 }
1597 if( has_effect( effect_grabbed ) ) {
1598 try_remove_grab( *this );
1599 return;
1600 }
1601}

References effect_beartrap, effect_downed, effect_grabbed, effect_heavysnare, effect_lightsnare, effect_webbed, Creature::has_effect(), try_remove_bear_trap(), try_remove_downed(), try_remove_grab(), try_remove_heavysnare(), try_remove_lightsnare(), and try_remove_webs().

Referenced by player::pause().

◆ wake_up()

void Character::wake_up ( )

Removes "sleep" and "lying_down".

Definition at line 7654 of file character.cpp.

7655{
7659 if( has_effect( effect_sleep ) ) {
7660 g->events().send<event_type::character_wakes_up>( getID() );
7662 // Wake up might be called more than once per turn, but we only need to recalc after removing sleep
7664 }
7665}
static const efftype_id effect_slept_through_alarm("slept_through_alarm")
static const efftype_id effect_alarm_clock("alarm_clock")
@ character_wakes_up

References character_wakes_up, effect_alarm_clock, effect_lying_down, effect_sleep, effect_slept_through_alarm, g, getID(), Creature::has_effect(), recalc_sight_limits(), and Creature::remove_effect().

Referenced by player::hardcoded_effects(), on_hurt(), sounds::process_sound_markers(), react_to_felt_pain(), Creature::remove_effect(), suffer_from_asthma(), suffer_from_sunburn(), update_bodytemp(), vomit(), and avatar::wake_up().

◆ warmth()

std::map< bodypart_id, int > Character::warmth ( const std::map< bodypart_id, std::vector< const item * > > &  clothing_map) const

Returns warmth provided by armor, etc.

Definition at line 9347 of file character.cpp.

9349{
9350 std::map<bodypart_id, int> ret;
9351 for( const bodypart_id &bp : get_all_body_parts() ) {
9352 ret.emplace( bp, 0 );
9353 }
9354
9355 for( const std::pair<const bodypart_id, std::vector<const item *>> &on_bp : clothing_map ) {
9356 const bodypart_id &bp = on_bp.first;
9357 for( const item *it : on_bp.second ) {
9358 double warmth = it->get_warmth();
9359 // Warmth reduced linearly with wetness
9360 const auto &materials = it->made_of();
9361 float max_wet_resistance = std::accumulate( materials.begin(), materials.end(), 0.0f,
9362 []( float best, const material_id & mat ) {
9363 return std::max( best, mat->warmth_when_wet() );
9364 } );
9365 float wet_mult = 1.0f - max_wet_resistance * body_wetness[bp->token] / drench_capacity[bp->token];
9366 ret[bp] += warmth * wet_mult;
9367 }
9368 ret[bp] += get_effect_int( effect_heating_bionic, bp->token );
9369 }
9370 return ret;
9371}
static const efftype_id effect_heating_bionic("heating_bionic")
int get_warmth() const
Returns the warmth value that this item has when worn.
Definition: item.cpp:5764

References body_wetness, drench_capacity, effect_heating_bionic, Creature::get_all_body_parts(), Creature::get_effect_int(), item::get_warmth(), item::made_of(), and cata::hash64_detail::ret.

Referenced by weather_effect::wet_player().

◆ wear_item()

cata::optional< std::list< item >::iterator > Character::wear_item ( const item to_wear,
bool  interactive = true 
)

Wear item; returns nullopt on fail, or pointer to newly worn item on success.

If interactive is false, don't alert the player or drain moves on completion.

Definition at line 2170 of file character.cpp.

2172{
2173 const auto ret = can_wear( to_wear );
2174 if( !ret.success() ) {
2175 if( interactive ) {
2176 add_msg_if_player( m_info, "%s", ret.c_str() );
2177 }
2178 return cata::nullopt;
2179 }
2180
2181 const bool was_deaf = is_deaf();
2182 const bool supertinymouse = get_size() == MS_TINY;
2183 last_item = to_wear.typeId();
2184
2185 std::list<item>::iterator position = position_to_wear_new_item( to_wear );
2186 std::list<item>::iterator new_item_it = worn.insert( position, to_wear );
2187
2188 if( interactive ) {
2190 _( "You put on your %s." ),
2191 _( "<npcname> puts on their %s." ),
2192 to_wear.tname() );
2193 moves -= item_wear_cost( to_wear );
2194
2195 for( const body_part bp : all_body_parts ) {
2196 if( to_wear.covers( bp ) && encumb( bp ) >= 40 ) {
2198 bp == bp_eyes ?
2199 _( "Your %s are very encumbered! %s" ) : _( "Your %s is very encumbered! %s" ),
2200 body_part_name( bp ), encumb_text( bp ) );
2201 }
2202 }
2203 if( !was_deaf && is_deaf() ) {
2204 add_msg_if_player( m_info, _( "You're deafened!" ) );
2205 }
2206 if( supertinymouse && !to_wear.has_flag( flag_UNDERSIZE ) ) {
2208 _( "This %s is too big to wear comfortably! Maybe it could be refitted." ),
2209 to_wear.tname() );
2210 } else if( !supertinymouse && to_wear.has_flag( flag_UNDERSIZE ) ) {
2212 _( "This %s is too small to wear comfortably! Maybe it could be refitted." ),
2213 to_wear.tname() );
2214 }
2215 } else {
2216 add_msg_if_npc( _( "<npcname> puts on their %s." ), to_wear.tname() );
2217 }
2218
2219 new_item_it->on_wear( *this );
2220
2221 inv.update_invlet( *new_item_it );
2222 inv.update_cache_with_item( *new_item_it );
2223
2226
2227 return new_item_it;
2228}
std::string encumb_text(body_part bp)
Returns the matching encumbrance text for a given body_part token.
Definition: bodypart.cpp:358
static const std::string flag_UNDERSIZE("UNDERSIZE")
void update_invlet(item &it, bool assign_invlet=true)
Definition: inventory.cpp:1207
void update_cache_with_item(item &newit)
Definition: inventory.cpp:252

References _, Creature::add_msg_if_npc(), Creature::add_msg_if_player(), Creature::add_msg_player_or_npc(), all_body_parts, body_part_name(), bp_eyes, can_wear(), item::covers(), encumb(), encumb_text(), flag_UNDERSIZE(), get_size(), item::has_flag(), inv, is_deaf(), item_wear_cost(), last_item, m_info, m_warning, Creature::moves, MS_TINY, cata::nullopt, position, position_to_wear_new_item(), recalc_sight_limits(), reset_encumbrance(), cata::hash64_detail::ret, item::tname(), item::typeId(), inventory::update_cache_with_item(), inventory::update_invlet(), and worn.

Referenced by activity_on_turn_wear(), iexamine::autodoc(), avatar::create(), dispose_item(), pick_one_up(), standard_npc::standard_npc(), npc::stow_item(), player::use(), player::wear(), and npc::wear_if_wanted().

◆ wearing_something_on()

bool Character::wearing_something_on ( const bodypart_id bp) const

Returns true if the character is wearing something on the entered body part.

Definition at line 8835 of file character.cpp.

8836{
8837 for( auto &i : worn ) {
8838 if( i.covers( bp->token ) ) {
8839 return true;
8840 }
8841 }
8842 return false;
8843}

References worn.

Referenced by armwear_factor(), can_drink_nectar(), can_wear(), iexamine::chainfence(), footwear_factor(), player::on_hit(), player::reset_stats(), suffer_from_sunburn(), and suffer_in_sunlight().

◆ weight_capacity()

units::mass Character::weight_capacity ( ) const
overridevirtual
Strength increases carrying capacity

Reimplemented from Creature.

Definition at line 2788 of file character.cpp.

2789{
2791 // Infinite enough
2792 return units::mass_max;
2793 }
2794 // Get base capacity from creature,
2795 // then apply player-only mutation and trait effects.
2797 /** @EFFECT_STR increases carrying capacity */
2798 ret += get_str() * 4_kilogram;
2799 ret *= mutation_value( "weight_capacity_modifier" );
2800
2801 units::mass worn_weight_bonus = 0_gram;
2802 for( const item &it : worn ) {
2803 ret *= it.get_weight_capacity_modifier();
2804 worn_weight_bonus += it.get_weight_capacity_bonus();
2805 }
2806
2807 units::mass bio_weight_bonus = 0_gram;
2808 for( const bionic_id &bid : get_bionics() ) {
2809 ret *= bid->weight_capacity_modifier;
2810 bio_weight_bonus += bid->weight_capacity_bonus;
2811 }
2812
2813 ret += bio_weight_bonus + worn_weight_bonus;
2814
2816 ret += 22500_gram;
2817 }
2818
2819 if( ret < 0_gram ) {
2820 ret = 0_gram;
2821 }
2822 if( is_mounted() ) {
2823 auto *mons = mounted_creature.get();
2824 // the mech has an effective strength for other purposes, like hitting.
2825 // but for lifting, its effective strength is even higher, due to its sturdy construction, leverage,
2826 // and being built entirely for that purpose with hydraulics etc.
2827 ret = mons->mech_str_addition() == 0 ? ret : ( mons->mech_str_addition() + 10 ) * 4_kilogram;
2828 }
2829 return ret;
2830}
virtual units::mass weight_capacity() const
Definition: creature.cpp:1768
@ AEP_CARRY_MORE
Definition: enums.h:118

References AEP_CARRY_MORE, get_bionics(), get_str(), has_artifact_with(), has_trait(), is_mounted(), units::mass_max, mounted_creature, mutation_value(), cata::hash64_detail::ret, trait_DEBUG_STORAGE, Creature::weight_capacity(), and worn.

Referenced by activate_bionic(), are_requirements_nearby(), burn_move_stamina(), can_pick_weight(), carry_weight_string(), pickup::cost_to_move_item(), overmap_ui::display(), pickup::do_pickup(), draw_speed_tab(), draw_stats_info(), draw_weightvolume_classic(), draw_weightvolume_compact(), draw_weightvolume_labels(), draw_weightvolume_narrow(), npc::drop_items(), fetch_activity(), find_best_bench(), npc::find_item(), inventory_selector::get_raw_stats(), inventory_drop_selector::get_raw_stats(), iexamine::ledge(), npc_pickup_from_stack(), trading_window::perform_trade(), player::recalc_speed_bonus(), set_stats(), suffer_while_awake(), and weight_carried_reduced_by().

◆ weight_carried()

◆ weight_carried_reduced_by()

units::mass Character::weight_carried_reduced_by ( const excluded_stacks without) const

Definition at line 2731 of file character.cpp.

2732{
2733 const std::map<const item *, int> empty;
2734
2735 // Worn items
2736 units::mass ret = 0_gram;
2737 for( auto &i : worn ) {
2738 if( !without.count( &i ) ) {
2739 ret += i.weight();
2740 }
2741 }
2742
2743 // Items in inventory
2744 ret += inv.weight_without( without );
2745
2746 // Wielded item
2747 units::mass weaponweight = 0_gram;
2748 auto weapon_it = without.find( &weapon );
2749 if( weapon_it == without.end() ) {
2750 weaponweight = weapon.weight();
2751 } else {
2752 int subtract_count = ( *weapon_it ).second;
2753 if( weapon.count_by_charges() ) {
2754 item copy = weapon;
2755 copy.charges -= subtract_count;
2756 if( copy.charges < 0 ) {
2757 debugmsg( "Trying to remove more charges than the wielded item has" );
2758 copy.charges = 0;
2759 }
2760 weaponweight = copy.weight();
2761 } else if( subtract_count > 1 ) {
2762 debugmsg( "Trying to remove more than one wielded item" );
2763 }
2764 }
2765 // Exclude wielded item if using lifting tool
2766 if( weaponweight + ret > weight_capacity() ) {
2767 const float liftrequirement = std::ceil( units::to_gram<float>( weaponweight ) /
2768 units::to_gram<float>( TOOL_LIFT_FACTOR ) );
2769 if( g->new_game || best_nearby_lifting_assist() < liftrequirement ) {
2770 ret += weaponweight;
2771 }
2772 } else {
2773 ret += weaponweight;
2774 }
2775
2776 return ret;
2777}
units::mass weight_without(const excluded_stacks &without) const
Definition: inventory.cpp:1032
#define TOOL_LIFT_FACTOR

References best_nearby_lifting_assist(), item::charges, item::count_by_charges(), debugmsg, g, inv, cata::hash64_detail::ret, TOOL_LIFT_FACTOR, weapon, item::weight(), weight_capacity(), inventory::weight_without(), and worn.

Referenced by inventory_drop_selector::get_raw_stats(), and weight_carried().

◆ wield()

virtual bool Character::wield ( item target)
pure virtual

Removes currently wielded item (if any) and replaces it with the target item.

Parameters
targetreplacement item to wield or null item to remove existing weapon without replacing it
Returns
whether both removal and replacement were successful (they are performed atomically)

Implemented in npc, and avatar.

Referenced by player::disarm(), handle_melee_wear(), mount_creature(), perform_technique(), pick_one_up(), and mattack::riotbot().

◆ will_eat()

ret_val< edible_rating > Character::will_eat ( const item food,
bool  interactive = false 
) const

Same as can_eat, but takes consequences into account.

Asks about them if

Parameters
interactiveis true, refuses otherwise.

Definition at line 727 of file consumption.cpp.

728{
729 const auto ret = can_eat( food );
730 if( !ret.success() ) {
731 if( interactive ) {
732 add_msg_if_player( m_info, "%s", ret.c_str() );
733 }
734 return ret;
735 }
736
737 std::vector<ret_val<edible_rating>> consequences;
738 const auto add_consequence = [&consequences]( const std::string & msg, edible_rating code ) {
739 consequences.emplace_back( ret_val<edible_rating>::make_failure( code, msg ) );
740 };
741
742 const bool saprophage = has_trait( trait_SAPROPHAGE );
743 const auto &comest = food.get_comestible();
744
745 if( food.rotten() ) {
746 const bool saprovore = has_trait( trait_SAPROVORE );
747 if( !saprophage && !saprovore && !has_bionic( bio_digestion ) ) {
748 add_consequence( _( "This is rotten and smells awful!" ), edible_rating::rotten );
749 }
750 }
751
752 const bool carnivore = has_trait( trait_CARNIVORE );
753 if( food.has_flag( flag_CANNIBALISM ) && !has_trait_flag( "CANNIBAL" ) ) {
754 add_consequence( _( "The thought of eating human flesh makes you feel sick." ),
756 }
757
758 const bool edible = comest->comesttype == comesttype_FOOD || food.has_flag( flag_USE_EAT_VERB );
759
760 int food_kcal = compute_effective_nutrients( food ).kcal;
761 if( food_kcal > 0 && has_effect( effect_nausea ) ) {
762 add_consequence( _( "You still feel nauseous and will probably puke it all up again." ),
764 }
765
766 if( ( food_kcal > 0 || comest->quench > 0 ) && has_effect( effect_bloated )
767 && !food.has_flag( flag_NO_BLOAT ) ) {
768 add_consequence( _( "You're full and will vomit if you try to consume anything." ),
770 }
771
772 if( ( allergy_type( food ) != MORALE_NULL ) || ( carnivore && food.has_flag( flag_ALLERGEN_JUNK ) &&
773 !food.has_flag( flag_CARNIVORE_OK ) ) ) {
774 add_consequence( _( "Your stomach won't be happy (allergy)." ), edible_rating::allergy );
775 }
776
777 if( saprophage && edible && food.rotten() && !food.has_flag( flag_FERTILIZER ) ) {
778 // Note: We're allowing all non-solid "food". This includes drugs
779 // Hard-coding fertilizer for now - should be a separate flag later
780 //~ No, we don't eat "rotten" food. We eat properly aged food, like a normal person.
781 //~ Semantic difference, but greatly facilitates people being proud of their character.
782 add_consequence( _( "Your stomach won't be happy (not rotten enough)." ),
784 }
785
786 if( !food.has_infinite_charges() &&
787 ( ( food_kcal > 0 &&
788 get_stored_kcal() + stomach.get_calories() + food_kcal
789 > max_stored_kcal() ) ||
790 ( comest->quench > 0 && get_thirst() < comest->quench ) ) ) {
791 add_consequence( _( "You're full already and the excess food will be wasted." ),
793 }
794
795 if( !consequences.empty() ) {
796 if( !interactive ) {
797 return consequences.front();
798 }
799 std::string req;
800 for( const auto &elem : consequences ) {
801 req += elem.str() + "\n";
802 }
803
804 const bool eat_verb = food.has_flag( flag_USE_EAT_VERB );
805 std::string food_tname = food.tname();
806 const nc_color food_color = food.color_in_inventory();
807 if( eat_verb || comest->comesttype == comesttype_FOOD ) {
808 req += string_format( _( "Eat your %s anyway?" ), colorize( food_tname, food_color ) );
809 } else if( !eat_verb && comest->comesttype == comesttype_DRINK ) {
810 req += string_format( _( "Drink your %s anyway?" ), colorize( food_tname, food_color ) );
811 } else {
812 req += string_format( _( "Consume your %s anyway?" ), colorize( food_tname, food_color ) );
813 }
814
815 if( !query_yn( req ) ) {
816 return consequences.front();
817 }
818 }
819 // All checks ended, it's edible (or we're pretending it is)
821}
edible_rating
Definition: character.h:152
bool has_infinite_charges() const
Definition: item.cpp:9784
nc_color color_in_inventory() const
Returns the color of the item depending on usefulness for the player character, e....
Definition: item.cpp:4017
The class represents a composite return value of an arbitrary function (result).
Definition: ret_val.h:21
static const std::string flag_FERTILIZER("FERTILIZER")
static const efftype_id effect_nausea("nausea")

References _, Creature::add_msg_if_player(), allergy, allergy_type(), allergy_weak, bio_digestion, bloated, can_eat(), cannibalism, item::color_in_inventory(), colorize(), comesttype_DRINK(), comesttype_FOOD(), compute_effective_nutrients(), edible, effect_bloated, effect_nausea, flag_ALLERGEN_JUNK(), flag_CANNIBALISM(), flag_CARNIVORE_OK(), flag_FERTILIZER(), flag_NO_BLOAT(), flag_USE_EAT_VERB(), stomach_contents::get_calories(), item::get_comestible(), get_stored_kcal(), get_thirst(), has_bionic(), Creature::has_effect(), item::has_flag(), item::has_infinite_charges(), has_trait(), has_trait_flag(), nutrients::kcal, m_info, ret_val< T >::make_success(), max_stored_kcal(), MORALE_NULL, nausea, query_yn(), cata::hash64_detail::ret, rotten, item::rotten(), stomach, string_format(), item::tname(), too_full, trait_CARNIVORE, trait_SAPROPHAGE, and trait_SAPROVORE.

Referenced by item::color_in_inventory(), npc::consume_food(), player::eat(), find_auto_consume(), rate_action_eat(), and npc::value().

◆ worn_position_to_index()

static int Character::worn_position_to_index ( int  position)
inlinestatic

Definition at line 1137 of file character.h.

1137 {
1138 return -2 - position;
1139 }

References position.

Referenced by advanced_inventory::action_examine(), advanced_inventory::action_move_item(), get_item_position(), i_at(), i_rem(), and game::wield().

◆ worn_with_flag()

Member Data Documentation

◆ _skills

◆ activity

player_activity Character::activity

Definition at line 1580 of file character.h.

Referenced by activate_mutation(), activity_on_turn_move_loot(), assign_activity(), assign_stashed_activity(), iexamine::autodoc(), activity_handlers::build_do_turn(), iuse::burrow(), game::butcher(), butcher_corpse_activity(), player::calc_focus_equilibrium(), cancel_activity(), game::cancel_activity_or_ignore_query(), game::cancel_activity_query(), check_outbounds_activity(), iuse::chop_logs(), chop_plank_activity(), iuse::chop_tree(), chop_tree_activity(), iuse::clear_rubble(), complete_construction(), player::complete_disassemble(), veh_interact::complete_vehicle(), construction_activity(), iuse::craft(), iuse::cut_log_into_planks(), player::disassemble(), player::disassemble_all(), npc::do_player_activity(), npc::do_pulp(), avatar::do_read(), game::do_turn(), player_activity::do_turn(), pickup_activity_actor::do_turn(), npc::drop(), eff_fun_bleed(), fall_asleep(), fetch_activity(), iuse::fill_pit(), activity_handlers::find_mount_do_turn(), npc::finish_read(), iuse::fishing_rod(), game::forced_door_closing(), generic_multi_activity_check_requirement(), generic_multi_activity_do(), generic_multi_activity_handler(), player_activity::get_progress_message(), talk_function::give_aid(), talk_function::give_all_aid(), player::gunmod_add(), iuse::hacksaw(), iuse::hand_crank(), game::handle_key_blocking_activity(), player::hardcoded_effects(), has_activity(), npc::has_player_activity(), in_sleep_state(), install_bionics(), inv_internal(), iuse::jackhammer(), load(), npc::load(), iuse::makemound(), mine_activity(), npc::move(), map::move_vehicle(), npc::on_load(), iuse::oxytorch(), perform_zone_activity_turn(), iuse::pickaxe(), game::place_player(), iuse::portable_game(), game::process_activity(), sounds::process_sound_markers(), player::process_turn(), game::process_voluntary_act_interrupt(), avatar::read(), npc::reboot(), game::reload(), DefaultRemovePartHandler::removed(), activity_handlers::repair_item_finish(), resume_backlog_activity(), npc::revert_after_activity(), iexamine::rubble(), iexamine::safe(), conditional_t< T >::set_has_activity(), npc::set_mission(), iexamine::shrub_wildveggies(), smash(), player::start_craft(), store(), player::toolmod_add(), try_start_hacking(), uninstall_bionic(), update_needs(), pick_lock_actor::use(), firestarter_actor::use(), enzlave_actor::use(), ammobelt_actor::use(), repair_item_actor::use(), heal_actor::use(), heal_actor::use_healing_item(), vehicle_activity(), and iuse::vibe().

◆ activity_vehicle_part_index

◆ addictions

◆ ammo_location

item_location Character::ammo_location

Definition at line 1605 of file character.h.

Referenced by player::load(), and player::store().

◆ auto_move_route

std::vector<tripoint> Character::auto_move_route
private

◆ backlog

◆ bio_soporific_powered_at_last_sleep_check

bool Character::bio_soporific_powered_at_last_sleep_check = false
protected

Definition at line 2136 of file character.h.

◆ blocks_left

int Character::blocks_left = 0

Definition at line 615 of file character.h.

Referenced by block_hit(), player::player(), and player::process_turn().

◆ body_wetness

◆ cached_crafting_inventory

inventory Character::cached_crafting_inventory
private

Definition at line 2259 of file character.h.

Referenced by crafting_inventory().

◆ cached_info

std::map<std::string, double> Character::cached_info
mutableprotected

◆ cached_moves

int Character::cached_moves = 0
private

Definition at line 2257 of file character.h.

Referenced by crafting_inventory().

◆ cached_mutations

std::vector<const mutation_branch *> Character::cached_mutations
protected

◆ cached_position

tripoint Character::cached_position
private

Definition at line 2258 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ cached_time

time_point Character::cached_time

Definition at line 1608 of file character.h.

Referenced by crafting_inventory(), and invalidate_crafting_inventory().

◆ camps

std::set<tripoint_abs_omt> Character::camps

◆ cash

int Character::cash = 0

◆ check_encumbrance

bool Character::check_encumbrance = true
private

◆ consumption_history

std::list<consumption_event> Character::consumption_history

Definition at line 1592 of file character.h.

Referenced by player::eat(), fun_for(), load(), and store().

◆ controlling_vehicle

◆ custom_profession

std::string Character::custom_profession

Definition at line 620 of file character.h.

Referenced by player::disp_info(), draw_tip(), handle_player_display_action(), load(), and store().

◆ damage_bandaged

std::array<int, num_hp_parts> Character::damage_bandaged

Definition at line 1572 of file character.h.

Referenced by heal_actor::finish_using(), load(), regen(), and player::store().

◆ damage_disinfected

std::array<int, num_hp_parts> Character::damage_disinfected

Definition at line 1572 of file character.h.

Referenced by iexamine::autodoc(), heal_actor::finish_using(), load(), regen(), and player::store().

◆ death_drops

bool Character::death_drops = true

Definition at line 283 of file character.h.

Referenced by npc::npc(), place_corpse(), and player::player().

◆ destination_activity

player_activity Character::destination_activity
private

◆ destination_point

◆ dex_bonus

int Character::dex_bonus = 0
protected

◆ dex_cur

◆ dex_max

◆ dodges_left

int Character::dodges_left = 0

◆ drench_capacity

std::array<int, num_bp> Character::drench_capacity

◆ enchantment_cache

◆ encumbrance_cache

std::array<encumbrance_data, num_bp> Character::encumbrance_cache
protected

Definition at line 2134 of file character.h.

Referenced by encumb(), extraEncumbrance(), get_encumbrance(), and reset_encumbrance().

◆ fac_id

◆ faction_api_version

int Character::faction_api_version = 2
protected

◆ fatigue

int Character::fatigue = 0
private

◆ fleshy

const std::vector< material_id > Character::fleshy = { material_id( "flesh" ), material_id( "hflesh" ) }
static

Definition at line 827 of file character.h.

Referenced by made_of(), and made_of_any().

◆ focus_pool

◆ follower_ids

std::set<character_id> Character::follower_ids

Definition at line 1601 of file character.h.

Referenced by player::load(), and player::store().

◆ frostbite_timer

std::array<int, num_bp> Character::frostbite_timer

Definition at line 2271 of file character.h.

Referenced by load(), store(), and update_bodytemp().

◆ hauling

bool Character::hauling = false

Definition at line 1576 of file character.h.

Referenced by is_hauling(), player::player(), start_hauling(), and stop_hauling().

◆ healed_total

std::array<int, num_hp_parts> Character::healed_total

Definition at line 1783 of file character.h.

Referenced by healed_bp(), load(), and store().

◆ healthy

int Character::healthy = 0
protected

How healthy the character is.

Definition at line 2123 of file character.h.

Referenced by get_healthy(), load(), mod_healthy(), set_healthy(), and store().

◆ healthy_mod

int Character::healthy_mod = 0
protected

Definition at line 2124 of file character.h.

Referenced by get_healthy_mod(), load(), mod_healthy_mod(), set_healthy_mod(), and store().

◆ id

◆ in_vehicle

◆ init_age

int Character::init_age = 25
protected

age in years at character creation

Definition at line 2127 of file character.h.

Referenced by age(), base_age(), load(), mod_base_age(), avatar::randomize(), reset_chargen_attributes(), set_base_age(), and store().

◆ init_height

int Character::init_height = 175
protected

height at character creation

Definition at line 2129 of file character.h.

Referenced by base_height(), height(), load(), mod_base_height(), avatar::randomize(), reset_chargen_attributes(), set_base_height(), and store().

◆ int_bonus

int Character::int_bonus = 0
protected

◆ int_cur

◆ int_max

◆ inv

inventory Character::inv

Definition at line 1583 of file character.h.

Referenced by inventory_selector::add_character_items(), advanced_inventory_pane::add_items_from_area(), allocated_invlets(), npc::alt_attack(), autoclave_internal(), autodoc_internal(), player::can_disassemble(), behavior::character_oracle_t::can_make_fire(), can_pick_volume(), player::can_start_craft(), iuse_transform::can_use(), behavior::character_oracle_t::can_wear_warmer_clothes(), debug_menu::character_edit_menu(), game_menus::inv::common(), game_menus::inv::compare(), complete_craft(), player::consume(), npc::consume_cbm_items(), npc::consume_food(), convert_to_items(), crafting_inventory(), avatar::create(), npc::decide_needs(), die(), dispose_item(), npc::dispose_item(), drop_invalid_inventory(), npc::drop_items(), findBestGasDiscount(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_item_position(), item::get_remaining_capacity_for_liquid(), get_weight(), behavior::character_oracle_t::has_food(), npc::has_painkiller(), behavior::character_oracle_t::has_water(), npc::heal_self(), i_add(), i_add_or_drop(), i_at(), i_rem(), tutorial_game::init(), npc_trading::init_buying(), npc_trading::init_selling(), inv_dump(), inv_internal(), irradiate(), leak_level(), avatar::load(), load(), monster::load(), player::mend_item(), npc::mug_player(), game_menus::inv::multidrop(), iexamine::pay_gas(), pour_into(), player::process_items(), iuse::radiocar(), npc::randomize(), player::reassign_item(), item::reload(), pickup::reorder_for_dropping(), player::select_requirements(), set_item_inventory(), npc::shop_restock(), iuse::smoking(), player::sort_armor(), starting_inv(), avatar::store(), monster::store(), player::store(), game_menus::inv::swap_letters(), avatar_action::swim(), player::takeoff(), player::unwield(), npc::update_worst_item_value(), use_amount(), npc::use_painkiller(), volume_carried(), volume_carried_reduced_by(), wash_items(), player::wear(), wear_item(), weight_carried_reduced_by(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ known_traps

trap_map Character::known_traps
protected

Definition at line 2133 of file character.h.

Referenced by add_known_trap(), knows_trap(), load(), and store().

◆ last_climate_control_ret

bool Character::last_climate_control_ret = false

Definition at line 2276 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ last_item

◆ last_sleep_check

time_point Character::last_sleep_check = calendar::turn_zero
protected

last time we checked for sleep

Definition at line 2138 of file character.h.

Referenced by player::load(), and player::store().

◆ last_target

weak_ptr_fast<Creature> Character::last_target

Definition at line 1602 of file character.h.

Referenced by player::load(), and player::store().

◆ last_target_pos

cata::optional<tripoint> Character::last_target_pos

Definition at line 1603 of file character.h.

Referenced by player::load(), and player::store().

◆ magic

◆ male

◆ martial_arts_data

◆ max_power_level

◆ melee_miss_reasons

struct weighted_int_list< std::string > Character::melee_miss_reasons
private

Definition at line 2255 of file character.h.

Referenced by add_miss_reason(), clear_miss_reasons(), and get_miss_reason().

◆ morale

◆ mounted_creature

◆ mounted_creature_id

int Character::mounted_creature_id = 0

Definition at line 1622 of file character.h.

Referenced by load().

◆ move_mode

◆ mut_drench

std::array<std::array<int, NUM_WATER_TOLERANCE>, num_bp> Character::mut_drench
protected

Definition at line 902 of file character.h.

Referenced by apply_wetness_morale(), and drench_mut_calc().

◆ mutation_category_level

std::map<std::string, int> Character::mutation_category_level

◆ my_bionics

◆ my_fac

◆ my_mutations

std::unordered_map<trait_id, trait_data> Character::my_mutations
protected

Traits / mutations of the character.

Key is the mutation id (it's also a valid key into mutation_data), the value describes the status of the mutation. If there is not entry for a mutation, the character does not have it. If the map contains the entry, the character has the mutation.

Definition at line 2147 of file character.h.

Referenced by activate_mutation(), active_light(), clear_mutations(), avatar::create(), deactivate_mutation(), get_mutations(), get_overlay_ids(), has_active_mutation(), has_opposite_trait(), has_trait(), load(), mutation_effect(), mutation_spend_resources(), player::power_mutations_ui(), rebuild_mutation_cache(), set_mutation(), store(), suffer(), switch_mutations(), toggle_trait(), trait_by_invlet(), and unset_mutation().

◆ my_traits

std::unordered_set<trait_id> Character::my_traits
protected

Contains mutation ids of the base traits.

Definition at line 2151 of file character.h.

Referenced by clear_mutations(), get_base_traits(), has_base_trait(), load(), store(), and toggle_trait().

◆ name

std::string Character::name

Definition at line 1568 of file character.h.

Referenced by assign_activity(), vehicle::automatic_fire_turret(), bionics_install_failure(), map::board_vehicle(), body_window(), butcher_corpse_activity(), butchery_drops_harvest(), talk_function::buy_100_logs(), talk_function::buy_10_logs(), talk_function::buy_haircut(), talk_function::buy_shave(), veh_interact::calc_overview(), can_wear(), enchantment::cast_enchantment_spell(), debug_menu::character_edit_menu(), activity_handlers::chop_logs_finish(), game::cleanup_at_end(), veh_interact::complete_vehicle(), target_ui::confirm_non_enemy_target(), npc::consume_food(), player::consume_item(), avatar::create(), mission_end::deposit_box(), item_location::impl::item_on_person::describe(), basecamp::deserialize(), faction::deserialize(), vehicle::deserialize(), npc::die(), player::disarm(), player::disp_info(), disp_name(), npc::do_reload(), overmap_ui::draw_ascii(), draw_tip(), npc::drop_items(), dialogue::dynamic_line(), talk_function::end_conversation(), enumerate_unmet_requirements(), npc::execute_action(), extended_description(), npc::faction_display(), fetch_activity(), talk_function::field_build_1(), talk_function::field_build_2(), talk_function::field_plant(), basecamp::finish_return(), player::fire_gun(), overmapbuffer::fix_npcs(), talk_function::flee(), talk_function::forage_return(), game::forced_door_closing(), npc::form_opinion(), iuse::geiger(), generic_multi_activity_locations(), get_name(), game::get_player_base_save_path(), vehicle::get_targeting_npc(), talk_function::give_aid(), talk_function::give_all_aid(), talk_function::give_equipment(), npc::go_to_omt_destination(), npc::handle_sound(), player::hardcoded_effects(), iexamine::harvest_plant(), healing_rate(), talk_function::hostile(), talk_function::insult_combat(), activity_handlers::jackhammer_finish(), talk_function::labor_return(), talk_function::leave(), load(), npc::load(), npc_template::load(), game::load(), submap::load(), npc::load_npc_template(), make_fake_npc(), melee_attack(), talk_function::morale_chat_activity(), npc::move(), move_item(), game::move_save_to_graveyard(), npc::move_to(), npc::mug_player(), mutation_attacks(), game::npc_menu(), npc_temp_orders_menu(), npc_throw(), player::on_hit(), npc::on_load(), dialogue::opt(), perform_technique(), trading_window::perform_trade(), petfood(), pick_name(), npc::pick_up_item(), activity_handlers::pickaxe_finish(), place_corpse(), mission_start::place_dog(), mission_start::place_npc_software(), npc::print_info(), print_info(), game::quickload(), avatar::randomize(), talk_function::remove_overseer(), reveal_target(), rod_fish(), game::save(), avatar::save_template(), npc::say(), npc::scan_new_items(), talk_function::scavenging_patrol_return(), talk_function::scavenging_raid_return(), player::select_ammo(), basecamp::serialize(), faction::serialize(), vehicle::serialize(), npc::set_attitude(), set_description(), talk_function::set_npc_pickup(), talk_effect_fun_t::set_u_buy_item(), talk_effect_fun_t::set_u_buy_monster(), talk_effect_fun_t::set_u_sell_item(), npc::setpos(), short_description_parts(), show_photo_selection(), player::sort_armor(), standard_npc::standard_npc(), talk_function::start_mugging(), game_menus::inv::steal(), avatar::steal(), talk_function::stop_following(), talk_function::stop_guard(), npc::store(), talk_function::stranger_neutral(), suffer_from_schizophrenia(), survive_random_encounter(), npc::talk_to_u(), tidy_activity(), npc::travel_overmap(), update_time_fixed(), trading_window::update_win(), npc::warn_about(), and memorial_logger::write().

◆ next_climate_control_check

time_point Character::next_climate_control_check

Definition at line 2275 of file character.h.

Referenced by in_climate_control(), and game::start_game().

◆ next_expected_position

cata::optional<tripoint> Character::next_expected_position
private

◆ nv_cached

bool Character::nv_cached = false

Definition at line 1573 of file character.h.

Referenced by action_taken(), has_nv(), player::player(), and reset_stats().

◆ nv_range

float Character::nv_range = 0
protected

Definition at line 2166 of file character.h.

Referenced by get_vision_threshold(), and recalc_sight_limits().

◆ omt_path

◆ overmap_time

std::unordered_map<point_abs_omt, time_duration> Character::overmap_time
protected

Amount of time the player has spent in each overmap tile.

Definition at line 2267 of file character.h.

Referenced by apply_persistent_morale(), load(), player::process_turn(), and store().

◆ oxygen

◆ path_settings

pimpl<pathfinding_settings> Character::path_settings
mutableprotected

Cache for pathfinding settings.

Most of it isn't changed too often, hence mutable.

Definition at line 2177 of file character.h.

Referenced by get_pathfinding_settings(), npc::get_pathfinding_settings(), avatar::grab(), and npc::npc().

◆ per_bonus

int Character::per_bonus = 0
protected

◆ per_cur

◆ per_max

◆ pkill

int Character::pkill = 0
private

◆ position

◆ power_level

units::energy Character::power_level
private

◆ radiation

int Character::radiation = 0
private

Definition at line 2248 of file character.h.

Referenced by get_rad(), load(), set_rad(), and store().

◆ reach_attacking

bool Character::reach_attacking = false

Definition at line 658 of file character.h.

Referenced by melee_attack(), and player::reach_attack().

◆ reactor_plut

int Character::reactor_plut = 0

Definition at line 1596 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ recoil

◆ scent

int Character::scent = 0

Definition at line 1587 of file character.h.

Referenced by player::load(), and player::store().

◆ sight_max

int Character::sight_max = 0
protected

Definition at line 2167 of file character.h.

Referenced by player::player(), recalc_sight_limits(), sight_range(), and unimpaired_range().

◆ size_class

m_size Character::size_class = MS_MEDIUM
protected

Size class of character.

Definition at line 2131 of file character.h.

Referenced by get_size(), and recalculate_size().

◆ sleep_deprivation

int Character::sleep_deprivation = 0
private

◆ slow_rad

int Character::slow_rad = 0

Definition at line 1597 of file character.h.

Referenced by activate_bionic(), player::load(), player::store(), and suffer_from_radiation().

◆ stamina

int Character::stamina = 0
private

Definition at line 2239 of file character.h.

Referenced by get_stamina(), load(), mod_stamina(), set_stamina(), and store().

◆ stashed_outbounds_activity

◆ stashed_outbounds_backlog

player_activity Character::stashed_outbounds_backlog

◆ stim

int Character::stim = 0
private

Definition at line 2245 of file character.h.

Referenced by get_stim(), load(), mod_stim(), set_stim(), and store().

◆ stomach

◆ stored_calories

int Character::stored_calories = 0
private

Needs (hunger, starvation, thirst, fatigue, etc.)

Definition at line 2236 of file character.h.

Referenced by get_hunger_description(), get_stored_kcal(), load(), mod_stored_kcal(), set_stored_kcal(), and store().

◆ str_bonus

int Character::str_bonus = 0
protected

Bonuses to stats, calculated each turn.

Definition at line 2117 of file character.h.

Referenced by get_str(), get_str_bonus(), load(), mod_str_bonus(), reset_bonuses(), set_str_bonus(), and store().

◆ str_cur

◆ str_max

◆ tank_plut

int Character::tank_plut = 0

◆ temp_conv

◆ temp_cur

◆ thirst

int Character::thirst = 0
private

◆ time_died

time_point Character::time_died = calendar::before_time_starts
protected

Definition at line 2171 of file character.h.

Referenced by get_time_died(), and set_time_died().

◆ type_of_scent

scenttype_id Character::type_of_scent
private

Definition at line 2253 of file character.h.

Referenced by get_type_of_scent(), load(), set_type_of_scent(), and store().

◆ vision_mode_cache

std::bitset<NUM_VISION_MODES> Character::vision_mode_cache
protected

◆ vitamin_levels

std::map<vitamin_id, int> Character::vitamin_levels
protected

Current deficiency/excess quantity for each vitamin.

Definition at line 2190 of file character.h.

Referenced by load(), player::player(), store(), vitamin_get(), vitamin_mod(), and vitamin_set().

◆ warning_record

std::map<faction_id, std::pair<int, time_point> > Character::warning_record
protected

warnings from a faction about bad behavior

Definition at line 2140 of file character.h.

Referenced by player::load(), and player::store().

◆ weapon

item Character::weapon

Definition at line 1585 of file character.h.

Referenced by activate_bionic(), inventory_selector::add_character_items(), npc::aim(), allocated_invlets(), npc::alt_attack(), apply_damage(), avatar_action::autoattack(), npc::average_damage_dealt(), best_shield(), mattack::bio_op_disarm(), mattack::bio_op_takedown(), block_hit(), can_fire_turret(), avatar_action::can_fire_weapon(), npc::can_reload_current(), can_wear(), player::can_wield(), cast_spell(), npc::character_danger(), debug_menu::character_edit_menu(), check_art_charge_req(), npc::check_or_use_weapon_cbm(), player::consume(), mattack::copbot(), crafting_inventory(), avatar::create(), deactivate_bionic(), deal_damage(), npc::decide_needs(), player::disarm(), npc::discharge_cbm_weapon(), dismount(), iuse::ehandcuffs(), explosion_handler::emp_blast(), empty_buckets(), npc::execute_action(), extended_description(), npc::faction_display(), fire(), player::fire_gun(), avatar_action::fire_wielded_weapon(), forced_dismount(), npc::form_opinion(), mattack::frag(), player::get_eligible_containers_for_crafting(), get_item_position(), get_overlay_ids(), item::get_remaining_capacity_for_liquid(), aim_activity_actor::get_weapon(), get_weight(), give_item_to(), mattack::grab(), player::gun_value(), game::handle_action(), handle_problematic_pickup(), player::hardcoded_effects(), hardcoded_mutation_attack(), has_artifact_with(), i_at(), i_rem(), npc_trading::init_buying(), npc_trading::init_selling(), player::intimidation(), inv_dump(), npc::invalidate_range_cache(), game::inventory_item_menu(), is_armed(), steal_inventory_preset::is_shown(), ma_requirements::is_valid_character(), is_wielding(), item_handling_cost(), mdeath::jabberwock(), game::list_monsters(), load(), game::load(), character_martial_arts::martialart_use_message(), melee_attack(), melee_special_effects(), player::melee_value(), avatar_action::mend(), npc::method_of_attack(), npc::move(), avatar_action::move(), npc::move_pause(), npc::move_to(), normalize(), npc::npc_dismount(), item_location::impl::item_on_person::obtain_cost(), player::on_dodge(), parse_tags(), pick_one_up(), avatar_action::plthrow(), power_rating(), npc::pretend_fire(), print_aim(), npc::print_info(), game::process_artifact(), item::process_extinguish(), player::process_items(), mattack::pull_metal_weapon(), activity_handlers::pulp_do_turn(), npc::randomize(), rate_critter(), reach_attack(), player::reach_attack(), npc::regen_ai_cache(), game::reload_wielded(), remove_weapon(), mattack::rifle(), mattack::riotbot(), character_martial_arts::selected_style_name(), conditional_t< T >::set_can_stow_weapon(), gun_actor::shoot(), short_description_parts(), smash(), npc::smash_ability(), starting_inv(), npc::starting_weapon(), player::store(), npc::stow_item(), suffer_from_bad_bionics(), suffer_from_schizophrenia(), suffer_from_sunburn(), mattack::tankgun(), game::try_get_right_click_action(), salvage_actor::try_to_cut_up(), player::unwield(), update_bodytemp(), trading_window::update_win(), use_amount(), used_weapon(), npc::value(), player::weapname(), player::wear(), weight_carried_reduced_by(), weather_effect::wet_player(), npc::wield(), avatar::wield(), npc::wield_better_weapon(), player::wield_contents(), and memorial_logger::write().

◆ worn

std::list<item> Character::worn

Definition at line 1571 of file character.h.

Referenced by absorb_hit(), active_light(), advanced_inventory_pane::add_items_from_area(), npc::adjust_worn(), allocated_invlets(), amount_worn(), best_shield(), bodypart_exposure(), can_swap(), player::can_takeoff(), can_wear(), debug_menu::character_edit_menu(), check_and_recover_morale(), check_art_charge_req(), check_item_encumbrance_flag(), player::consume(), covered_with_flag(), crafting_inventory(), deal_damage(), dispose_item(), npc::dispose_item(), exclusive_flag_coverage(), extended_description(), fire(), get_armor(), get_armor_bash_base(), get_armor_bullet_base(), get_armor_cut_base(), get_armor_type(), get_dependent_worn_items(), get_effective_efficiency(), player::get_eligible_containers_for_crafting(), item::get_encumber(), get_env_resist(), get_item_position(), get_overlay_ids(), get_weight(), player::hardcoded_effects(), has_artifact_with(), head_cloth_encumbrance(), i_at(), i_rem(), player::immune_to(), in_climate_control(), inv_dump(), is_wearing(), is_wearing_active_optcloak(), is_wearing_active_power_armor(), is_wearing_helmet(), is_wearing_on_bp(), is_wearing_power_armor(), is_wearing_shoes(), is_worn(), item_encumb(), item_worn_with_flag(), load(), natural_attack_restricted_on(), item::on_wear(), map::player_in_field(), position_to_wear_new_item(), npc::print_info(), player::process_items(), item::process_tool(), remove_worn_items_with(), short_description_parts(), player::sort_armor(), standard_npc::standard_npc(), starting_clothes(), player::store(), npc::stow_item(), swim_speed(), player::takeoff(), update_bodytemp(), set_transform_iuse::use(), use_amount(), volume_capacity_reduced_by(), npc::wear_if_wanted(), wear_item(), wearing_something_on(), weight_capacity(), weight_carried_reduced_by(), weather_effect::wet_player(), avatar::wield(), game::wield(), worn_with_flag(), and memorial_logger::write().


The documentation for this class was generated from the following files: